Our new Indie Games subforum is now open for business in G&T. Go and check it out, you might land a code for a free game. If you're developing an indie game and want to post about it, follow these directions
. If you don't, he'll break your legs! Hahaha! Seriously though.
Our rules have been updated and given their own forum
. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!
[TRENCHES] Tuesday, July 31, 2012 - Agamic
The tower of Babel
I entered the world of QA the same way most people do. Wide eyed and bushy tailed. However, it became apparent to me the moment I began training in this shiny magical world that every gamer dreams of, that I had quit my job based on a gamble. Under the impression that I would have a full time position, I was informed that I was “freelancer” and would gain work on a day to day basis and if not, would be on call until work became available. I was mortified. The worst were the ‘cafeteria shifts’. When work began to peter off, or a publisher pulled funding for a project, consistent QA shifts would become scarce, forcing many into employment insurance if they could get it (most couldn’t) You would come in each day and wait with a dozen or so other people in the cafeteria, all of which were competing against you. If you could put up with that, pitted against your peers for a day’s pay, there was a chance a spot would open. That was if you were popular enough with the lead of that project. I survived four months on my final project in a tiny room of a sweat shop. I passed into the bowels of that company like a prisoner, where I was forced to compete with my peers for a high bug count so that I would have work the next day. I live in Montreal, Quebec, Canada and some of you reading this know where I speak of. Montreal, where QA is exploited and abused and grossly underpaid.