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Showing content with the highest reputation on 04/18/2016 in Posts

  1. 1 point
    Sledgstone

    Game Industry BS

    http://kotaku.com/game-industry-veteran-writes-horrifying-article-in-defe-1771434170 This is a good read because its a prime example of the mentality of some of the higher ups in the game industry. Asses.
  2. 1 point
    Is there a reason we can't set pop up notifications for when someone replies to a post we follow like how it use to be? Its locked to email only when I was toggling all my notification options. I signed up for notifications when the forum first changed only to get my inbox destroyed by AC emails. I had to mark AC as spam until I figured it out... but thats one of the only options you cant set to in forum notifications. From what I gather, I'd only get a notification if I'm directly quoted.
  3. 1 point
    Strider Hiryu

    Game Industry BS

    I'll admit I do agree with him on some of the points in that article because if you're good enough to program for games or make art for games then you are definitely good enough to strike out on your own and make yourself a success. I know quite a few people who have the programming and artistic chops to start up their own company and make their own games (or even get into more promising careers). Sadly this does not excuse the fact that the industry overworks it's talent, sometimes to the point where people up and leave the industry for good (I've read and seen this happen more often then not, the industry has lost a lot of it's great talent because of the work conditions). This is also the problem with making most of your workforce salary. You can force your workers to work unpaid overtime because their contracts only specify pay for 40 hours a week (a problem I see happening with my father at his job, as a salaried member of management he only gets paid for 40 hours a week but he puts in more than 50 hours most weeks). Programmers, Designers, Producers, and pretty much every job with the exception of Concept artists (unless you work for the company) and most artists in general are salary (almost all art jobs, with the exception of the modelers, are contract based so they're only on the project for 6 months at best to get art done and are left to find another contract. The exception, as I stated, is if you actually work for the developer). Sadly, if they went to school for this job, the were warned or should of been warned. The teachers I had in college (industry professionals that left to teach) warned us early on that the job was not all people make it out to be. They pretty much said that you have to love making video games to get through all the crap you have to go through. Hell they told us about crunch time, how 80-90 hour work weeks were the norm when you're in the final stretch. Honestly that's part of the reason I haven't pursued a career in the industry. I love video games and I love the creation process but I don't want to get a job making them if it means I lose my love for the very thing I'm making.


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