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Posted

Who cares what an analyst says~

Edit:

Golly, reading through it makes me want to make a lot of snarky comments. So here they are!

“If you want to be an hourly employee, go build automobiles, and what will happen is they’ll close down your plant some day and you’ll be out of work.

Sort of like the studios that crunch out their last game, then get laid off, except the didn't get the hourly pay.

“The cool thing about this industry is, if you’re good, you’ll make a ton of money.

Personal skill has little to do with your success, it's where and what you work on.

“I think [the point] that everyone is missing is that, if a game is good – and LA Noire was good – there will be a profit pool, and there will be bonuses,” Pachter continued.

Even out the bonus over all the hours of overtime (over several years) and you might be making minimum wage! (if it's a multi-million blockbuster, mind you)

“So who knows what the final sales of LA Noire will be, and who knows, what the final profit will be.”

Food for thought there, analysis-guy!

“Making a game is not easy, it is a complicated process, managing the process is really hard.

You have insight, I respect your opinions!

I've had 4 beers tonight, so tomorrow all comments are null and void.

Posted

Actually this guy is trying to sell a perfect world with bad things that suck after all. The truth is in the middle of that.

1) When a game sells well there will be profits and bonuses but you'll never know if you'll get any. In crunch time you need to use your time for making effective work, make your stuff seen by people - then you might get some bonuses for getting your job well done. Don't forget that you'll never know if you'll get any bonus, don't count on it, it won't hurt when your teammates will get bonuses and you'll get only some game gadgets (typical for young workers with no experience/titles done). If that Team Bondi leader is such a hardcore employer then I wouldn't count on any bonuses without claiming to get some...

2) When some people can't work overtime they should say "No" and go to their families or any other stuff like relaxing, hobbies - anything... The sad thing is that they could be great employees but they can miss the bonuses just because they didn't crunch. I've heard a lot of such situations, that's sad but it's up to team leader to think who actually deserves to get a bonus. Laying of such guys is really bad, such studios should be on a some kind of black list...

3) I wouldn't say that 6 months is a normal crunch. It depends how many time you're working but after half an year of no weekends or one day weekend most of the workers that actually work will be burned as hell. That 40 hours per week work time isn't taken from ass, when working more and more you'll need more time to rest and relax, when working 55-60 hours for few months you'll spent half of the weekend in bed...

4) When you're good, you can get money, but you have to be smart, know when to say you want more, create your "brand" labeled by your name. You need skills to build such a position and it will take time.

I try to say that in game dev there might be some unlucky guys, non-skilled but really dedicated that still think that it's a party to make a game, somehow yes but there's a ton of conditions that will make it better or worse: your bosses are dicks of maybe like angels, if the game is good and will get proper sales, if you're good and you're educating yourself, helping each other and so on or just a worker that is moving vertices and actually hates his job...

I know lots of people that always complain about non-payed crunch, they're doing their job done but not excellent, when talking trash they'll never get any bonus. That guys wanna sit at work for only 8 hours, working for 5 hours actually and the rest is Facebook/Youtube. There's also few guys that almost live in the office like in home, you'll see them when entering and leaving company. They try to make something but they don't have skills, normal guy can finish it in normal time, without crunch. You need to check who you are in team hierarchy and if everything is cool.

Crunch is a part of each employee, not only in game dev. I know construction workers and web apps developers that crunch so... you need to love your work, know your limits and have passion injected into head. If you don't like your job or people there - crunch will be awful. you will decide how your career will look like, think who you wanna be in next 5-10 years and plan it, make a brand at start (and this will be a crazy painful ride), get bonuses later (when all the conditions are fine and you did your job well).

BTW I had a few crunches behind, lost 2 girlfriends because that and I'm not sad actually. I was a rebel once but I realized how it can work and what kind of people deal with that and what are just not into it...

Posted

i wonder if that fat cunt has ever worked a minutes overtime in his worthless life?

but as mino said, he is just looking for attention, and doing his best impersonation of sentura to try and do it.

Posted

Pachter is a rich and egocentric douche from LA, you shouldn't pay that much attention.

He has a point when he says it's "normal" to crunch in our industry, point me to a industry employer that never crunched, apart from that everything he says is pure bullshit that is not exactly true, or it's just a distorted "analyst" version of the actual reality; also why does he give Infinity Ward as an example to make millions, they're just a very easy success example to point out, out of thousands and thousands of companies who try hard and fail miserably.

But... he's not a game developer, and I don't think the LA Noir guys crunched 1 our 2 extra hours a day, they crunched big time for yeeeeears on in, like the Red Ded redemption guys. Also, he mentions that even tho you do crunch a lot, in the end of the project you get bonuses... yeah right! Shipping bonus in our industry are commonly to see your contract revoked and you need to look for a job elsewhere.

[gametrailers]717740[/gametrailers]

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