So a little while back I asked for your questions on the game industry. Bryan was kind enough to ask two very good questions, both of which are almost too advanced for a breaking in FAQ, and I felt were too important to be pushed to a comment, but they deserve answering, and I apologize for waiting this long to answer them.
The first question:
Some developers cite 60 hour, 6 day a week schedules like they are trying to drive people away from the industry. They speak as if this is acceptable and that only those with true passion for the work can hack it. Am I ignorant in thinking that someone - passionate or otherwise - could not possibly sustain quality output under these conditions? Is this an accurate snapshot of the industry?
This is a hard question to answer. At times, Bryan is absolutely right: it seems like developers cite their long hours in order to drive people away from the industry, and sometimes seem to wear their long hours and tough crunches as “badges of honor” (as one developer I know put it). This is a shame, as it drives perfectly talented individuals away from the industry.
But the question is, is this reality in the game industry, and I’m afraid that the answer is yes, especially if you are new to the industry. Though you don’t work those hours constantly, crunches can be pretty brutal, and can last for quite a long time (depending on the company and the game). There’s definitely a reason that the game industry has something like a forty percent burn out rate within five years. Think about it. That means if you’re sitting in a hall of developers new to the industry, look to your left, then look to your right, one of those people will not be in the industry in 5 years.
However, I will say that many companies and individuals are trying to correct this. Any company that has a CEO or lead developer on or active in the IGDA Quality of Life SIG is one where these types of hours will not be the norm. Some studios that run scrums do so because they want to avoid long periods of crunch. But, understandably, sometimes these studios are hard to get jobs at, because they attract some very talented individuals that understand, like you do, that these types of crunch to more to hurt productivity than help it. However, if you can join a company that knows how to avoid crunch, balancing the rest of your life becomes fairly easy.
As a final point, I will say that you absolutely need some sort of passion to be in the game industry, though not necessarily for games (you can be passionate just about writing really clean SPU code like some people I know), and not necessarily because of the long hours you’re going to have to work. Really, you need passion because 90% of the work in the game industry is just as tedious and monotonous as work in other high tech disciplines, except that your pay will be lower, your benefits will be lower and customers tend to be pretty ruthless. If you can ignore all of that, working in the game industry is pretty damn awesome.
The second question:
How does it start for most developers? Specifically people today. Obviously we have not been making games for our Commodore since we were 8. Do most come from other disciplines with experience in related fields? Are most newbies (to the industry) today fresh out of college, eager to show their talents?
So, interesting story. I’ve been talking with my co-workers and other Boston game industry people for a while and they like telling stories about some of the geeky things they did when they were younger (from programming to electrical engineering, to whatever). Now, I’ve always been interested in games, but I didn’t really get into programming until late high school, and I didn’t really make a game until college. So, I’m evidence that you don’t necessarily have to program the Commodore since you were 8 to become a productive member of the game industry. That said, I wish I had some of those stories (a failed RPG maker game is about as cool as my stories get).
However, now more than ever, you have to start looking early for game industry jobs, because entry level jobs become more and more rare as time goes on. When you hit college, you should start networking, get to know people, and start feeling your way around the industry. Additionally, start making games, and (if you can) find other people to make games with, especially if you’re not at a college or university that has a games program (this is common advice that I give to everyone). If you wait to start networking and wait to start actually making games, it will be harder to find a game industry job as a “newbie.” If you take a job elsewhere, you’ll find it hard to make the time to make games after college, and, even if you do, you may find it harder to adjust to the inevitable pay drop (note this pay drop is programmer centric, artists I’m told get paid very well in the game industry compared to other industries). Basically, the idea is to take the time when you have it (in college) and take the risks when you’re young. Show that you are interested in the game industry early. By waiting, you just make it harder for yourself.
Hopefully that helps with your question. If you have any more, please feel free to post them!