Passion and Overtime
Quality of life in the video games industry is something that has been getting a lot of attention lately. With the IGDA pushing for better control over quality of life, I thought I should post a few things about my opinion and experience here, just so you know.
When you first meet me, I often times come across as a passionate and energetic programmer who loves to talk about the details, the true nitty gritty details that drive most people insane. I love chatting about the true ones and zeros that push the hardware and talking about different design methodologies and practices, but I rarely bring up the subject of overtime.
I don’t expect to get paid overtime. I do what I do, not for a love of money, but for the love of a challenge. Honestly, you couldn’t pay me enough to sit at a machine and cut and copy code to create the same thing that has been done a thousand times before. You couldn’t pay me enough to sit, and be bored out of my mind, and honestly expect me to be enthusiastic about the difference I am making in the company. I’m too much of a rogue, too much of a cowboy to let that happen.
So when people start complaining about their game developer’s job cutting away at their social life I like to point out one simple thing. In game development, you do it for the love of it, the passion, and the excitement it brings you upon completion. You do not do it for a large paycheck(although that is a very big bonus) and you don’t expect to get rich. Instead, you gain the support of a community and the respect of your fellow colleagues.
If that means spending 3 months out of the year working 90+ hours a week, I’d do it!
However, I should note that I work with small companies, with typically one or two projects in the pipeline at any particular time. In larger companies where you are just getting slammed, week after week, month after month with these horrendous hours, well, I can understand the problem there. I wouldn’t want my life to revolve around a company that I have no say in(or very little say in) and I wouldn’t want to be dragged along an endless ride. I would want to work on one project, complete that project, take some time off, and then work a normal 50+ hours a week for while before returning to the endless hell of crunch-time.
However, I realized that the only alternative for these large companies to dictate any sort of realistic timelines comes in part from management. Often times, management consists of other programmers who greatly overestimate the true capabilities of their team and/or they greatly underestimate the amount of work that needs to get done to get the product out the door. Often times, telling the people higher up then they are that they can complete the project in a shorter amount of time then is humanly possible.
They do this because, well, if they don’t, the higher ups would look at the project and determine it’s not worth the time.
So here we are, stuck in a predicament. It’s a catch 22. If you say you can get it done early, then you are forcing your team to an early burnout. If you say you can get it done late, then management will forgo your nifty game design doc and talk about someone else that can get it done faster.
So what can be done to fix this…
Easy… Go indie!
At least there, you dictate when the product ships. At least there, you assemble your team and get the ball rolling yourself. You are the one accountable, and you are the one responsible for the success or failure of your company.
-Ken Noland