jobs

Lay Offs and the Game Industry

There’s this marvelous article on Kotaku at the moment explaining the cyclical nature of the game industry, and why we all get laid-0ff so frequently. Go check it out.

finish game–>launch game–>lay off devs–>develop game–>hire devs–>finish game…

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I don’t need to explain this for folks in the game industry, but my non-industry friends always seem a little shocked when I casually say, “Yeah, got laid-off again.” It’s kinda insane as a business model. And short sighted. Which the article points out.

It would make sense, once you’ve built a team that works together well, to keep that team intact. It isn’t easy to find that many people who can work together and get shit done. And every time you build a team, there’s a ramp up phase while people figure out how to work together. But instead companies lay off large portions of their dev teams once a game launches because they’re trying to save money and, after all, they don’t *need* those people anymore. Nevermind six months later when they start in on serious development of the next game and they have to hire new devs. Because, of course, the devs they let go have gone on to find other jobs.

The thing that boggles my tech industry friends, and I totally get this, is how many man hours that wastes. You have to spend time finding candidates, grading candidate tests, interviewing, interviewing again… And many of your new hires will be unknown quantities. You don’t know how well they do their jobs, not really. Or how well they work with others.

I worked at one studio that had been a small, independent studio until they got purchased by a large corporate entity. And, just as the author of the Kotaku article says, corporate handed down strict budgets for each project. This was a bit more extreme than what he’s talking about, with trying to have a second project starting up already while you’re working on the first. They had to start up *multiple* new projects to justify keeping the devs. It was kind of ridiculous. If the main game under development didn’t need environment art at the moment, those artists would be shifted to another project. But then the main game would be finished with user interface art (for the moment) and need environment again, and those teams would get moved around. Again. It was a desperate juggle on the part of studio management, trying to do right by its employees while keeping corporate happy.

So morale suffers, big time. There’s no incentive to put your heart into a project when you know you’ll just be losing your job once it’s over.

The game industry gets away with treating its workforce like this because of the coolness factor, I think. Lots of people want to work in games. Lots of people will take crap pay in order to do that. Of course, the more experienced and senior you get, the less you’re willing to take crap pay. Which means you get fewer jobs. And there are always kids straight out of college who will gladly take those jobs. They won’t know what they’re doing. It’ll take a long time for them to build the skills.

There’s a reason the game industry skews young. The young don’t know what they’re worth, they won’t stand up for themselves as much, and they don’t have families to support. Moving to a new city for a job is still exciting, not a burden. Working until 9, 10, 11 at night is fun instead of exhausting.

As for me, and many other narrative designers, we’re even less valued than most other devs. Because everyone thinks they can write. So you end up with people whose specializations lie elsewhere writing your game. And then you have the company-wide playtests, or you bring in the mock reviewer, or you even go into Friends and Family Alpha, and you suddenly realize your story sucks. Often, it isn’t actually the story itself, but the execution that’s the problem. You have great ideas, but don’t know how to write dialog, so every character sounds the same and there’s lots of “As you know Bob, phase crystals work like this…” instead of fun story. And that’s when narrative designers get hired. Frequently on temporary contract, and primarily as firefighters. We get to fix the story, but we’re left with legacy stuff that no longer makes sense and we have to make it work.

Avoiding Success

I have this pattern. If you’ve known me long enough, you’ve seen it. I’ll religiously submit stories and collect rejection slips, until I get an acceptance. At which point, I stop submitting stories. For a year.

I’ll get an exciting project I really want to do (develop the history of a dark fantasy video game world) and freeze. I’ll have a gig I love, and not be able to focus and get my writing done until the very last minute. I’ll be writing a bi-monthly serial that gets strong responses and an excited fan base, and I’ll come down with writer’s block. I’ll blog about health tracking (years before it hits mainstream), until I start getting 100+ hits a day, and I’ll suddenly have nothing more to say.

This sucks.

Therapy also sucks, in that painful oh-god-I-don’t-want-to-think-about-this-shit kind of way. But it’s useful.

Imagine you’re me. You grow up the child of a pediatrician and a stay-at-home mom. Both of whom have their own baggage. Your main model of professional success is your dad. Let’s look at his life, shall we?

He spends long days at the office, often 12 hours, and comes home exhausted. He has no free time. He’s a perfectionist and insists he has to get everything right and do it all on his own (by the way, you’re going to grow up to be a lot like him). But the business side of it escapes him. He loves the patients and being a good doctor. But he’s not so good at figuring out money. He has no free time to spend with his family or to even develop friendships with people who aren’t either colleagues or related to him. And he’s angry all the time. Who wouldn’t be, living like that?

This, you think, is success.

You look around for other adults who’ve been successful. There’s your mom. Stay-at-home mom isn’t quite what you were looking for, and honestly you’re kinda terrified at the thought of being someone’s parent, but on the whole, she seems a lot happier. She plays with you. She has friends she goes to Dim Sum with. She reads science fiction books, which she then lends you. She does have to put up with dad’s anger outbursts, and those suck. But her life seems richer. Of course, she also tells you never to be like her and be dependent on a man for your living.

So that’s not going to work.

The other examples you have are a professors (who is bitter about, well… everything) or a writer (who is also bitter and has retired at 40 to get away from Hollywood).

Looks like the only option is following in dad’s footsteps. Being miserable and lonely and angry. At which point you conclude you never want to be a grown up, because it clearly sucks.

So success… it’s a mixed bag. On the one hand, you *want* to succeed. Your parents want you to succeed and are proud of you when you do. You like selling stories and making a living with your writing. But, but, but… The specter of your father is shaking his head at you. Then, just to put the icing on the cake, he tosses in his oft stated opinion that geniuses die young and are often poorly adjusted (and he tells you the story of a genius he knew who committed suicide).

To sum up: You are required to succeed, but don’t succeed too much because if you’re too good you’ll be miserable and die young, plus succeeding in general means you’re going to be lonely and miserable, so maybe succeeding isn’t such a good idea. But being dependent on someone else is a bad idea, and you’ve kinda been there, done that during a span of unemployment while you were with your ex, and yes, that sucked.

So, go. Figure out your life.

 

In Which Job Hunting is a lot Like Dating, Number 1

Freelancing has made it even more obvious to me that job hunting and dating really have a lot in common. Even more so if you look at internet dating sites (which I have, that’s how J and I got together. And Rayhawk and I before that, and…. Right. Internet dating, it works.)

As ever, we come back to Communication. Which is how one sets Expectations.

You don’t know very much about the other party when you enter into contact. You have a vague sense:

“Oh, yeah. This company focuses on video games and they’re looking for a copywriter who knows the field. Awesome. That’s totally me.”

Which is a lot like:

“Hey, this guy is an engineer who’s into hiking and looking for a geeky girl who likes old Alec Guinness movies. Awesome. That’s totally me.”

All of which certainly merits some investigation. An email. A phone call. A preliminary interview. But really, you know nearly nothing about the other party. Just some extremely basic info. You have no idea how organized they are, how laid back, how they behave under stress. Nor do they know those things about you; you’re both on your best behavior. Neither of you have any real sense of what to expect.

I’ve found that a lot of companies don’t know how to express what they want. They’ll often just expect you to know. When I taught, I used to call this being writer-based, not reader-based. They know the info so well themselves, it doesn’t occur to them that they need to explain it to anyone else. Communication fail.

When pressed for more details, they might say something like, “It needs more pizazz. Some zing.” Which is completely meaningless. It’s like a girl saying to a guy, “I want you to be more romantic.” There’s nothing actionable in there. Define for me pizazz. Show me a picture of zing. Quantify romance.

I find going to the pinball hall of fame with my partner romantic. A friend of mine thinks going out to a fancy restaurant is romantic. Still another thinks going to a rave together is the height of romance. Good luck figuring out which one of those things to do when all the girl says is “I want more romance.”

So pizazz and zing and romance are all pretty vague. For that particular gig I eventually figured out that if I wrote the copy like it was porn, the CEO liked it. (No, I’m not telling which company).

Heck, I like it when a guy gives me flowers. But not red roses. Try predicting that.

And here’s one of those things that just completely sucks; the other party decides that, because you didn’t get it perfect on the first try, you’re a horrible person or not The One or you just don’t love them enough.

This actually hasn’t happened to me in romance. I think that’s more of a chick thing than a dude thing. Usually. And man, I’ve been guilty of it. Having now dealt with employers who’ve done that (and no, not telling you which company)… It’s awful. And unfair. And totally ignores the fact that human beings are really kinda designed to learn and evolve.

When a company, or a romantic interest, does that, you have to figure that’s a big red flag. You’re getting yourself involved with someone (or something) that communicates like a toddler. Or an 18 year old (amazingly similar, those two). Which means drama. And, you know, maybe it’s worth it. Maybe the perks make the job worthwhile. Or maybe the other person is just so hot, you can’t pass that up. At some point down the line, you’ll end up telling stories about the whole experience and shaking your head ruefully.

So, when J recently got me a bouquet of six red roses and one white one, I thanked him for them. And I felt loved. Because, dude, the effort was there. And I’d never told him, “Red roses, not so much.” And I made sure to tell him that the white rose was my absolute favorite of the bunch.

What do you want to bet I start getting more white roses?