This week, we take a hard look at just how miserable it can be to work in the game industry, and the causes behind these terrible conditions.<br /> Come discuss the topic with us in the <a href="http://extra-credits.net" target="_blank">forums</a>!<br /> Nine Dots Studios recently started a RocketHub page for 'Brand', their current project. <a href="http://www.rockethub.com/projects/3824-brand-by-nine-dots-studio">Go give it a look</a>!
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The two great things I learned doing that job were:
1- how to tell employers my expectations of conidition straight up, and
2- how to walk away when basic human rights aren't met (I once worked a 22 hour day with 1 meal break - 6am->4am and was expected back 4 hours later).
I now work in digital media and plan on moving on to Video Game marketing once I've spent some time at the e-learning firm I'm currently contracted to.
Sorry if that didn't help but I felt it should be known that "The love of the industry" is a ploy used to prey on the immature or desperate across other industries and it makes me sick. I'm so happy I stopped drinking the Kool-aid.
If someone WANTS to spend more time making their game better, that is making a choice. To declare crunch time when everyone has to show up, because the team doesn't really function with only a few people plugging away on their own little pieces, that's something a company has to be prepared to make some serious recompense for. Often at the end of a project, there will be the only time you can take a vacation. However, this vacation time is not really easy to plan for. You can't know until the last minute, exactly which day the product will be considered done and you will be set free, so you can't buy plane tickets or book a cruise. There have to be better ways to make life workable while building a game.