There’s an article in the New York Times today about crunch in the video game industry and how it destroys people’s lives. The writer seems like a real jerk, but the op-ed is worth reading.
In February of 2011, fresh off nine months of 80-hour work weeks, Jessica Chavez took a pair of scissors to her hair. She’d been working so hard on a video game—14 hours a day, six days a week—that she hadn’t even had a spare hour to go to the barber.
Is mandatory overtime an integral part of game development or a systemic issue that should be completely eliminated? Where would you even start?
This weekend on Venturebeat, game industry veteran Alex St. John published a hot new contender for worst article of the decade, arguing that today’s game developers should stop whining about nonsensical ideas like, oh, “fair wages.”
Today, more people than ever before are playing video games...but most people still don’t actually understand how games are made. Even for hardcore game aficionados, game development remains fairly shrouded in mystery.
It’s hard to understand what really goes into game development until you’ve heard the stories firsthand.
After a couple of weeks of silence, we're finally hearing from people who worked at Crytek, the game development studio where more than 11,500 dinners were proudly served to "crunching" developers. Two people on the game are saying that Crytek is a pretty good place to work, despite a recent controversial Tweet about…
Obvious sentence of the day: It takes atomic tons of effort and man (or woman)-hours to build a game. The game industry may have a bit of a checkered history with the "QoL" or "Quality of Life" issue, but since the infamous ea_spouse dished on her husband's seemingly-endless eighty-five hour work weeks in 2004, the…