Game development is generally complex and has some special challenges but given those constraints isn't always worse than many typical software projects.
Game development is generally complex and has some special challenges but given those constraints isn't always worse than many typical software projects.
(Hi, Matt!)
I spent 17 years at EA among a number of teams and found the most challenging parts were the BigCo related issues; things like cultural mismatches between groups that have been ordered together, or politics. The working hours were standard for the most part, occasionally there would be a fire to put out but all the management I had was fair about compensating for any extra hours.
Coworkers I had from other parts(Nascar, NFS/EA Seattle, etc) all had similar stories and of course there's the infamous easpouse.
The publishers have a weaker hand to play today, since it's easy to go to market with minimal marketing and distribution spend, but that has the side effect of making it more common to see tiny studios that run a sweatshop churning out bad products.
Yep, it was the big company stuff that led me to leave EA on both occasions but I worked with many smart, competent people there (Max included) and learned a lot. I heard some horror stories and don't doubt that there was truth to them but I never personally experienced any of the really toxic games industry stuff that you hear about. To be honest I think I'd have just left if I had, there was never a time where finding another job was a major concern.
Why do you think you weren’t part of those other groups of people who did have to work unpaid overtime every week? Were you in an area with lots of people for whom finding another job wasn’t a major concern?
As I said in my original comment, a lot depends on your manager and your team. It probably also depends on your location (my experience was at the Vancouver studio) and when you were at the company.
While it does seem that some companies and industries might be worse than others depending on the culture, in general it looks to me like you're better off with the best manager / team in a 'bad' company than with the worst manager or team in a 'good' company and not everyone is going to have the same experience in the same company.
Being on a central technology team at EA I think meant less crunch than being on a game team with hard ship deadlines. Friends I know who worked on game teams at the same studio had more crunch periods but they also typically got more 'comp time' (an EA term for extra vacation time given after ship) and might also get bigger bonuses. I think they sometimes got more pressure to work overtime.
I can see crunch situations (ship deadline approaching, much work to be done) demanding a lot of communication skills between managers and developers for everyone to feel good.
If someone on either side drops the ball (being overly aggressive / under appreciating, failing to clearly communicate work-life limits and expectations), it ends very ugly.