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!
Anonymous 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.