I'd be glad if those people who already work for the game industry could answer this question: is that article completely true?
is it really like being a workhorse for some unqualified art director and just being "the-guy-who-makes-concrete-textures" or something like that? how much creativity is left in your work as a professional artist?
I'm eager to know more about your work. what is the working atmosphere like? is it more like a big family, or a "big boss hierarchy"? what about those so-called crunch times, are they really that tough?