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Quitting the games industry

There is an interesting post on popular social news website, Reddit, created yesterday by an Australian games developer who says he's had enough of games development. It looks like things haven't been too rosy for this ex-pat programmer who, after making the move from Australia to work in the games industry in the United States and then Germany, has found himself burnt out from developing games to the point where he even hates playing them. From his post on Reddit...

So I've been in the games industry for about 6 years now. I have been lucky enough to work on some great games and my career took me from my home country (Australia) to the USA, and now I am working in Europe.

The problem is, I'm convinced I'm burnt out on this stuff...

The industry has wrecked games for me, and it goes without saying that I am sick and tired of programming them.

The author lists three main factors for pushing his once loved passion of making games over the edge. They include the low salary he's been receiving as a games developer in Europe, the expectation of him to endure long work hours and crunch times, and also the stress of his job...

I am sick of being told 'you need to figure out how to save 5ms off the frame time by next Fridays milestone' and then having to shit my pants all week and weekend to get there.

While the author of the post prefers his identity to remain anonymous, the responses and the resulting discussions on the Reddit page allude that one of his past titles include Bioshock 1, and therefore an ex-Irrational Games Canberra developer.

Other Reddit readers have been encouraging the author to consider independent games development, but the programmer with nine years of experience under his belt (six of which were in games development), looks to be moving towards web development with the hope of much saner work hours and higher pay.

Interestingly, his intention to quit the industry seems consistent with the considerable drop off of developer numbers after six years in games development. Developers with three to six years experience make up the largest proportion of industry with 37% of the workforce, according to a 2010 survey conducted by Game Developer Research. A sharp drop is seen for the next category of developers with seven to ten years under their belt. That group makes up 17% of the industry.

For the original Reddit post, please click on the following link...

Submitted by Anonymous (not verified) on Thu, 28/07/11 - 12:10 PM Permalink

Can't help to feel similar to this guy, although a creative, well past 6 years and I'm just over project after project making the same mistakes again and again. The reason usually being as one project fails to hit expectations, people move on or are 're-placed' and the studio never seems to learn from the mistakes of predecessors.

A underlying culture of dissolution slowly creeps in and a distaste for the industry develops in yourself and your family who are sick of the hours or the instability. Watching new kids come in, thankful for their chance to prove themselves and willing to do it all over again for the first time and get taken advantage of just makes me wonder if it will ever change.

Submitted by Anonymous (not verified) on Thu, 28/07/11 - 1:03 PM Permalink

I was a programmer in the Australian industry for nearly five years. It was fun but it became obvious after a while that it isn't a sustainable career when considering my other life goals of paying off a mortgage, having a family and providing stability for them.

After doing a few cycles of putting in immense effort for many months to ship a product that is largely forgotten in a few weeks, the whole thing seemed more and more pointless.

I now work in the financial sector for more money, with fewer hours and a notable increase in the professionalism of my colleagues and management. I don't play video games at all any more. Life is good.

Submitted by Anonymous (not verified) on Thu, 28/07/11 - 2:34 PM Permalink

At least you guys can make the jump to something different. What's a game artist's or designer meant to do, other than to make sandwiches?

Submitted by Anonymous (not verified) on Fri, 29/07/11 - 9:33 AM Permalink

Heh, after all the whining on these forums about universities not adequately preparing students for breaking in to the industry, the next thing we'll see is whining about not preparing students for breaking *out* of the industry :P

Submitted by Anonymous (not verified) on Thu, 28/07/11 - 4:02 PM Permalink

Yeah I had a similar experience a few years ago.

I had my girlfriend leave and tell me to call her when I got a better job\life. I went to the doctor complaining of pins and needles in my left arm (at 25) and he told me to stop drinking 9 cups of coffee to get me through the day and to get a better job. I even had my mother ring me to ask why I was missing my own birthday party to work on a milestone, saying "what are you a doctor or something? I thought you just made games."

All for just above minimum wage.

Surprisingly I didn't quit but was fired for losing my mojo at work (after rolling milestones had me working 7 days a week, 10+ hours a day for 8 months sustained).

Losing that job was the best thing that ever happened to me.

I couldn't face the idea of even playing a game for about 12 months after that. Slowly I started playing and eventually making games again; rediscovering my passion.

When you give it time and remember what made you excited about making games in the first place, you can rediscover the joy of the craft.

Submitted by Anonymous (not verified) on Thu, 28/07/11 - 7:16 PM Permalink

I found this to be a very interesting article because for me (a graduate), it's become more and more apparent that I have little desire to enter the games industry anymore. It was my dream since the middle of high school to break into the industry and make some really cool games so when I graduated, I waited a while to enter a games specific University and started in 2008.

I graduated at the end of last year and have since tried to break into the industry. I had some success by having a short stint (unpaid / part-time) at a studio earlier in the year but it didn't lead anywhere significant. Since then I've worked on my own (game-oriented) projects and tried doing some indie game development, but found I increasingly had to fight to stay motivated (something that never happened in uni).

In this time, I started teaching myself new technologies and got fit again. I really enjoyed doing this, I got a thrill from learning things I was never exposed to and am happy being as fit as I am. Also, I've found I now have more interest in traditional software development and that's where I will be headed.

It's been a bit sad to give up on my dream, but ultimately, I don't think I will regret it.

Submitted by Anonymous (not verified) on Thu, 28/07/11 - 11:16 PM Permalink

I am in the same boat. I was actually taken to hospital because I couldn't breathe one day at work, and my heart was beating out of my chest.
Doctors did all sorts of tests on me and told me that it was a panic attack. Don't get me wrong, I had other things in my life happening around me at the same time, but watching people around me getting the sack and milestones that drag out (or are perpetual), keep you in a state of stress, that is seriously unhealthy. And I worked for a very good company at the time as well, so I can only imagine how shitty things can get with the horror stories you hear. The thing that really pulled me down was the constant feeling that you were screwing everything up all the time, (mostly self inflicted) I am actually very good at what I do, and after leaving the industry for the most part, only now can I see how much I had learned and achieved in such a small period of time, and can appreciate my worth. (6+ years in games).
I am planning on returning to study, and have pretty much finished all my high school trig and calculus, and hope to enjoy the change in direction, possibly maths or engineering (not 100% sure yet).
Art is my life, and might keep it a bit closer to my chest as mostly an enjoyment thing.
Making games is great fun, which is why we are all drawn to it, and I have met some of the coolest people in my life through the industry. I hold no bitterness what so ever, and don't have a bad thing to say about anyone.
I feel allot in common with the above posts, and in my opinion life is about so much more.

Submitted by Anonymous (not verified) on Fri, 29/07/11 - 4:51 AM Permalink

I have a similar "story" to tell, in that I started locally and then moved overseas. Peaked early with a studio that had a lot of issues but are one of the big ones today -- however, they still have the same "issues" as they did in the past.

After not being able to maintain the 100+ hours and the pressures of one studio self-created crisis after another. No matter how much I helped it swing back the other way. I put it to the management that they had to change for things to progress and for me to stay. Their answer was to fire me, apparently I was the "problem" not they.

It took a while for me to get back on my feet with me not doing much of anything for a while. I developed anxiety issues from the work environment -- way too much coffee, stress and not enough sleep leading to panic attacks. I also had lost all interest in games, not just game making but playing them. Then, I whilst in Eastern Europe I picked up a second-hand laptop that could run games. I also found a place that sold pirated games for dirt cheap -- actually, it was easier to find pirated games to buy than legal copies.

One game, was Freedom Force. That original title that was developed in Oz renewed my interest and passion for games and game design. It hasn't entirely resuscitated my career, as I my experience means that I find it difficult to be considered for roles or even want to apply for them. But, at least I am motivated enough to make them and attempt my own projects.

Which is good, as I will never work in Web development. I just can't no matter how much aptitude I have for the work, as the work, just does not interest me in the slightest no matter how well it pays ;).

Submitted by Take Responsibility (not verified) on Fri, 29/07/11 - 2:23 PM Permalink

While I feel for this guy, anyone who has worked in games has probably faced similar situations. But at the end of the day the responsibility lies within ourselves. We create our reality and we're 100% responsible for it.

If you don't like where you work either try to make change or quit. Or stop complaining. At the end of the day we're making games, not performing open heart surgery on babies. You miss a milestone by a few days nobody is going to die. your company won't go out of business because of it (and if they do, then its probably not the kind of company you want to work at anyway).

Everyone has options, and while the usual reply is "I need the pay check" and thats your excuse for putting up with the crap, saving money and giving yourself freedom is also your own responsibility.

If you spend all your money and have no savings then you'll forever be at the mercy of work for hire game companies. And the irony is that those companies are doing the same - they have no money saved so they are at the mercy of their publishers. Beginning to see a pattern emerge?

People who leave the industry and complain of the "industry burnt me out" are just as responsible for the state of the industry in the first place, their lack of action (because they're scared of getting fired) in solving the issues or even just speaking up for themselves are the reason that these problems remain.

Speak up, quit or just don't worry about it. The fourth is option is keep quiet with your head full of demonstrative thoughts.

My advice to anyone who wants to break out of work for hire companies is to SAVE, SAVE, SAVE and do everything you can to lower your living expenses.

Once you have enough money to last for a year without a salary, then you're ready to enter the world of indie development or at least take some time off to look for a better company and work on your folio. Or go travelling to meet new companies.

At the very least it gives you better standing to speak up and try to solve the issues at your company. The worst thing that can happen is that you'll get fired (who cares, I have money to live on for a year), the best thing that can happen is that the problems will be fixed making your life better and people will respect you a lot more.

Submitted by NathanRunge on Sat, 30/07/11 - 3:39 PM Permalink

"Take Responsibility" (TR), I don't want to upset you but... well your post is just so disconnected from reality. I hardly know where to begin. I mean, may as well be 'post order'.

"We create our reality and we're 100% responsible for it."

Quite frankly, no we don't. We have a limited degree of agency within our reality, but a lot of it isn't up to us. Certainly, I agree we should take responsibility for all we can, but the world is not "what we make it".

"If you don't like where you work either try to make change or quit. Or stop complaining."

This is what most people do. The fact is, however, we're all replaceable. The new entrants are replaceable, the experienced professionals are replaceable and all in-between are replaceable, at least in Australia. "Making a change" require leverage, and quitting just means you're now unemployed. Sure, if you're a twenty-one year old with no commitments, that's manageable but I have a soon-to-be wife. Many of us have children. With these extra responsibilities come extra financial commitments. Mortgages or rents, bills, schooling and health care.

"At the end of the day we're making games, not performing open heart surgery on babies. You miss a milestone by a few days nobody is going to die. your company won't go out of business because of it (and if they do, then its probably not the kind of company you want to work at anyway)."

You're right that, in theory, milestones are not important. Rarely is it the developers pushing to meet them, however. It is simply, often, the fact of the situation that we are expected to meet milestones, and that is how performance is measured. Furthermore, I am unsure how familiar you are with Publisher-Developer interaction, but often there are large financial implications related to meeting or not meeting development milestones. Not meeting a milestone has, in the past, been used as the basis to terminate a relationship and pull all funding, and that WILL often destroy a business.

"Everyone has options, and while the usual reply is "I need the pay check" and thats your excuse for putting up with the crap, saving money and giving yourself freedom is also your own responsibility. "

In a perfect world, certainly. The fact is, "I need the pay check" is often a true statement. Some of us will leave and enter another industry, but should the fact that we can do that mean we should be happy about the situation and not bring light to it when we can?

"If you spend all your money and have no savings then you'll forever be at the mercy of work for hire game companies. And the irony is that those companies are doing the same - they have no money saved so they are at the mercy of their publishers. Beginning to see a pattern emerge?"

Socialist overtones aside, "being at ther mercy of work for hire game companies" is, firstly, not true as you're just as likely to be employed by any other studio all other things equal, and secondly, called "being employed" which, funnily enough, is what most people aim to be, should they aspire to eating regularly. The similarities you're drawing with the work-for-hire arrangement isn't some sinister cycle, but simply the way the current economic system works. Party A hires Party B to provide service or product C. This holds true for employment and business relationships.

"People who leave the industry and complain of the "industry burnt me out" are just as responsible for the state of the industry in the first place, their lack of action (because they're scared of getting fired) in solving the issues or even just speaking up for themselves are the reason that these problems remain. "

I completely disagree. I know many people who are "burnt out" and made ongoing efforts to resolve the situation. Employers are fully and comprehensively aware of the impact of 'ongoing crunch' and similar practices, at least on staff, but are simply in the position of power to continue doing so. We don't need an uprising of the digital proletariat, what we need is better education for management on the impacts on productivity and solid self-policing by the industry, not to mention a time for the job market to self-correct. The practice will never be eliminated, but it can be controlled and flagged more effectively.

"Speak up, quit or just don't worry about it. The fourth is option is keep quiet with your head full of demonstrative thoughts.

My advice to anyone who wants to break out of work for hire companies is to SAVE, SAVE, SAVE and do everything you can to lower your living expenses.

Once you have enough money to last for a year without a salary, then you're ready to enter the world of indie development or at least take some time off to look for a better company and work on your folio. Or go travelling to meet new companies. "

This idea is suitable for some, but not for the majority. Firstly, putting your life on sleep mode for years is simply not feasible if you have a family. You can't put aside child-care, education, medical expenses or your personal life solely so you can leave your job and have a 15% chance of making half your original salary as your own boss, possibly increasing your workload in the process. I encourage people to consider this option, but it ignores the fundamental reasons that people want full-time employment, stay in full-time employment or, frankly in this case, want to leave full-time employment.

"At the very least it gives you better standing to speak up and try to solve the issues at your company. The worst thing that can happen is that you'll get fired (who cares, I have money to live on for a year), the best thing that can happen is that the problems will be fixed making your life better and people will respect you a lot more."

Look, TR, anyone who knows me or, for that matter, anyone who regularly reads the Tsumea threads would be able to tell you that I'm not one to keep quiet. When there are problems I will try to bring them to light so they can be improved upon. Sometimes I go to far and I've offended people. The fact is, however, that any advice you give people about these matters needs to be tempered with pragmatism and grounded in reality.

I can happily sit here and shout into the winds about the problems and try to make a change all day. It's doubtful many will listen to me, but the fact is I'm a recent graduate with a snowball's chance in hell of getting employed in the first place, so I don't exactly have much to lose. Some people do, however. Some are very rightly nervous about job security. If they are to risk their jobs, to be instantly replaced by another ex-employee or star graduate, tell them why you think anyone's going to listen to them, and why losing their income isn't so bad.

Edit Notes: Just corrected a few embarassing typos I noticed.

Submitted by Anonymous (not verified) on Sat, 30/07/11 - 11:07 AM Permalink

A better reply that I could have written.

From my experience this kind of situation is a "frog in boiling water" type thing... if you throw a frog in boiling water he'll jump straight out, but if you put him in temperate water and raise the temperature to a boil he won't escape. That's how it is... first a milestone slips and you're pulling a Friday night... next you get an extension from the publisher and you work overtime that week.... still not there so you come in on the weekend. Before you know it you look back and realize what a horror your work-life has slowly become.

Submitted by Take Responsibility (not verified) on Mon, 01/08/11 - 1:13 PM Permalink

<b>"Take Responsibility" (TR), I don't want to upset you but... well your post is just so disconnected from reality. I hardly know where to begin. I mean, may as well be 'post order'.</b>

I'm not upset at all - after all these are just pixels on a screen :D

My view may be disconnected from your reality, but it's not disconnected from mine.

It is my reality.

For the past 7 years I've worked as an indie developer after having broken out of the work for hire studio routine. My advice is based on my own experiences. It hasn't been all smooth sailing thats for sure, but at the end of the day my future is in my own hands. I don't work for someone else, I don't have a publisher. I wake up in the morning and I work on what I want to work on - This is freedom.

Thing is, most people pine for freedom from incompetent bosses and publishers with commercial interests, but most people never actually take that step because its much easier to complain about how shit things are than to actually do something about it. And most people just accept the fact that they can't do it and make up many different reasons why they can't.

Henry Ford had a great saying about this - "If you think can or can't, you're right".

The first step to solving this problem is to believe you can achieve whatever you want in life, then things will open up. Solutions will arise and opportunities will present themselves. If you're stuck in the mindset that you can't do it, you never will. Sounds like a lot of mumbo jumbo but that's how I did it, and how most successful people start their way in life.

Submitted by NathanRunge on Wed, 03/08/11 - 12:46 AM Permalink

And most people just accept the fact that they can't do it and make up many different reasons why they can't.

That is certainly true, and I can understand being critical of this attitude. Now that you've clarified your position I find myself agreeing with your more than what was, perhaps, a motivational post previously. I will still say that the indie route is not always an economically feasible option. It bring with it a great deal of risk that employment within major studios does not. Freedom is important to some, but not all. Perhaps, more accurately, freedom is insecurity and responsibility and for some people, security is more important.

Submitted by Anonymous (not verified) on Mon, 01/08/11 - 10:53 AM Permalink

I'm inclined to agree with Take Responsibility.

Complaining is cathartic, but at the end of the day, unless you take the risk of trying to change the company from the inside (almost impossible if you're a small fish), your only other option is to change yourself. This is what the original poster did, and good for him. He's recognised the folly of the games industry and decided he's had enough. I wish him luck and happiness in his new career.

I'm not saving the burn out rate isn't a big problem in industry - it is, and we should do what we can to change it, but at the end of the day if all we're doing is whinging, nothing will get accomplished. We're like sports stars blaming crooked referees for never winning a game.

A lot of people complain that they don't have options, but that's not true - you always have options. They're not always palatable - your options might be going on the dole, or giving up that mortgage and going back to renting, or giving up your dream for a more stable career. In the end, you can't always have everything, so you have to choose what makes you happiest. Not everybody can work at Valve and Blizzard straight out of the door. Not everybody can last in the industry long enough to develop the skills to get into such a company. Some people, even if they manage to stick it out that long, may never escape the perilous world of work-for-hire.

But if you are committed to working in games no matter what, if you want to increase your chances as much as possible in this increasingly dire work market, having that savings buffer is the best thing you can do. It makes the worst-case scenario ('they fired me for rocking the boat') not so bad. Always be ready to survive without work for as long as you can - then use this time to either go indie or get a job somewhere else. It's the rare developer who can skip from company to company at a whim. You're probably not this developer. Jobs are few and far between, and when they do come up, the application process can take weeks, or even months.

It's hard. It's damn hard. It would be nice if it wasn't, but nothing worth having comes easy.

Submitted by Anonymous (not verified) on Sun, 31/07/11 - 4:44 AM Permalink

I've just hit the 6 year mark in the industry and i'm the complete opposite of burnt out. I made the jump from Australia to the US and it has renewed my enthusiasm and passion for what I do. I think regardless of one's passion and determination, many times it comes down to luck and good/bad timing. I don't have a family to support nor am I locked down by a mortgage, I couldn't even begin to imagine how I would survive financially if I had both to worry about. So I can completely understand the financial element of burning out and wanting to move to an industry that awards higher salaries.

But as far as game development itself, its luck of the draw really. There's well and badly run companies in Australia and the USA, as there are in any industry. Unfortunately its harder to switch studios in Australia as there's so few of them and they are basically all one big (inbred) family, employees moving back and forth and studio cultures maintained and not allowed to evolve much. In the US you could still land a bad/unstable position, but there's far more opportunity to quickly switch to another one and try your luck again.

In the end its all about your passion. If you lose it then its best for you and your family (if you have one) to move on to something else. But that doesn't mean someone who still retains his passion and works long hours for it is wrong in doing so, nor does it give you the right to condemn their choice.

Submitted by Anonymous (not verified) on Sun, 31/07/11 - 6:00 PM Permalink

I concur.

I'm surprised that people make it to 6 years before they realise that this isn't the industry to want a mortgage and stability to support a family easily.

If people evolve and decide that they want these things, then they simply have to move on. You can't always have everything in life.

Submitted by NathanRunge on Mon, 01/08/11 - 10:28 AM Permalink

To be honest I find that attitude thoroughly offensive. Game development isn't dirt-bike racing or stunt-jumping, nor is it the path of the starving artist selling portraits on a Parisian sidewalk. For all the talk of being artists, what we do is sit at a computer typing and clicking from (if we're lucky) nine in the morning until five in the evening. Sure, we're in a hit-and-miss industry, but that is a manageable risk which should have a negligable impact on job security on an industry-wide basis.

The sole reason this industry isn't 'stable', in the sense of working hours and conditions, is chronic unprofessionalism in elements of the industry. That is an entirely treatable situation, not one to which we should simply resign or, worse yet, use as a tool to thin the crop.

In reply to by Anonymous (not verified)

Submitted by Anonymous (not verified) on Mon, 01/08/11 - 11:08 AM Permalink

Be as offended as you want.

You can pine for the industry to be whatever you imagine to be, but it isn't. Not here. Not anywhere. It is what it is. You have to base your life around reality, not around fantasy.

Submitted by NathanRunge on Mon, 01/08/11 - 12:16 PM Permalink

You are right that one has to base one's life on reality, but this is a temporary reality. People are certainly right to leave the industry for stability, but that is different to saying, as (I assume) you have said, that people should leave the industry because that is the nature of the work. It's not, it is simply a symptom of systemic incompetence and unprofessionalism.

Game Development is perfectly capable of being stable and, over-time, I believe the situation will improve. It is easy to hide behind "that's how it is", but perhaps a tad more challenging to see that it is not how it needs to be.

Submitted by Anonymous (not verified) on Mon, 01/08/11 - 1:48 PM Permalink

No, I's saying that the industry is what it is, and it's not what it's not.

This is the case all over the world, with the exception hat in the US, if you lose your job you have a much greater chance of taking another job due to the size of the industry.

Everyone here knows that its a massive risk to try and live a typical life (that is, get a mortgage, have children, and provide for them with security and plenty of regular time to share with them.) when you work in this industry. And you can cite all the wondrous solutions in the world to make this not so, but it doesn't change reality. It is what it is, and it isn't what it isn't.

Of course people change. After about 6 years this seems to be the case. People grow, and realise that they want these things in their lives. At that point, its time to move on.

The alternative is to bitch and moan and whine and complain and be the victim, which is what I am addressing. I means seriously, why state that a viewpoint offends you? to have a bit of a whinge, that’s why. (I know you personally didn't, but this is a theme of the parent post).

We don't control the world, but we do control our lives. And as much as you might hope and dream that the games industry was as stable as you can possibly fantasise, it isn't. Because it’s not. It’s something else. Come to terms with that you cannot change, and make your life decisions when they come accordingly.

Submitted by NathanRunge on Mon, 01/08/11 - 9:14 PM Permalink

"If people evolve and decide that they want these things, then they simply have to move on. You can't always have everything in life."

That is the essence of the original post, and up until you said that it was fine. The industry is what it is, but the above two sentences is an affirmation of that situation as how it should be, most significantly the second sentence. The fact is that every person employed in the industry has a right to have 'other things' in their life. You seem to have completely decided that once you feel you want to live a rich and fulfilling life, you can't work in the industry. Apparently the only "alternative" is to "bitch and moan".

I could continue on addressing your post, but quite frankly I won't bother. You've no interest in making any sort of effort to improve the industry. I'll tell you something though. I'm working with educational institutions to improve the quality fo new entrants. I've started my own company to play some tiny part in establishing a better culture. You have anonymously told us all to give up and just take what comes, comfortably hiding behind excuses and complacency. You've decided that anyone who gives two hoots about themselves, their colleagues or the industry is "playing the victim". You can call me a "whinger" if you like, but somehow I don't feel too hurt.

Submitted by Anonymous (not verified) on Tue, 02/08/11 - 1:11 PM Permalink

The industry might improve over time, it might not. I think there are many people out there who believe that, while it's entirely possible for conditions to improve, they probably won't. I don't think its fair to characterize this belief as "hiding" behind excuses.

I also can't agree with your assertions that the poor conditions arise solely from unprofessionalism - i think the nature of the work plays its part as well.

Submitted by NathanRunge on Tue, 02/08/11 - 7:25 PM Permalink

There's a difference between having a less positive outlook on the prospects of change and actively seeking to prevent people from trying to make that change. Certainly, it is quite possible that change will happen very, very slowly or even for the worse. Believing that is the most likely outcome is certainly understandable, even if it's not my personal belief. The item of which I can't approve is public doomsaying and calls for surrender.

Regarding the poor conditions, the nature of the work will always be of some impact in the industry. Game Development is a financially risky business, although not the worst by far. The industry will always have slightly lower job security than standard IT and software development organisations. That said, the risk is manageable, through a careful growth strategy and contingency planning. There are never guarantees, but it is certainly feasible to establish a reasonably robust organisation in the field.

Beyond that, there are a few other aspects to our work that can create development delays and conflicts. Software development, in all its forms, can often be difficult to schedule. In Game Development we're working with some reasonably complex systems, so that will present itself regularly. The same applies to aspects of art and design. While these factors will likely continue as developers play constant catch-up with new technology and tools, they should not present major obstacles to company stability. It may be the cause of some crunch-time scenarios but perma-crunch is not caused by these sorts of problems.

I feel, at least, that the majority of major problems have resulted from company collapses as a result of poor management and planning in the case of job secruity and improper or even negligent scheduling and planning in the case of work conditions. These aren't always the case, but more often than not they are the culprits. I won't bother explaining examples unless it's necessary, as I don't want to mention names and the concepts don't really require hyptheticals.

Submitted by Anonymous (not verified) on Mon, 01/08/11 - 7:41 AM Permalink

Being passionate does not prevent you from being made suddenly redundant, regardless of how professional you've been.

Submitted by Anonymous (not verified) on Wed, 03/08/11 - 2:11 PM Permalink

I'm just heading into my seventh year in the industry. I was sure that the 'six year burnout' wouldn't apply to me - I don't have familial obligations, or a mortgage, or anything that makes job security and good pay and regular hours an imperative - but now that I'm here... I can understand it all too well.

Though I don't think those are the things that really cause the burn out - they contribute, sure, but it can't be that alone. There have been projects where I haven't minded doing lots of overtime, because I could see the project was going to be really cool and a lot of people would probably play it and it was creatively rewarding. It was tiring, for sure, but I've found drudging away regular hours at projects that are doomed to the bargain bin from the start has been far more to damaging to morale.

In the end, I suspect it's more the stress the OP alluded than anything else. Stress, and sacrifice, and not nearly enough job satisfaction to compensate for it.

I'm thinking of going indie, since that's the trend and it's far more feasible than it was even a few years ago with digital distribution. I'm expecting there will still be stress of a kind, but the job satisfaction should be worth it.

Submitted by Alexander McNeilly (not verified) on Thu, 04/08/11 - 4:19 PM Permalink

15 years gamedev. Left the industry this year.

Took me literally half an hour in my new job to realise I had lost sight of how seriously f***** things are in Oz gamedev these days (indies excepted, but that won't pay my mortgage).

Good luck to the extremely talented friends and colleagues still stressed and struggling worrying if they will see another project while doing crunch.