SYMPTOMSThe industry of video game design has a very low retention rate of very experienced and well rounded workers within company settings. The general feeling is that this will result in a decline in overall game design quality, and is detrimental to the industry. Organizations that have recently formed such as the International Game Developers Association (IGDA), have conducted industry studies to try and determine the cause of this. The main symptoms are long hours, lack of schedule flexibility, and inadequate compensation.
During development ‘crunch times’, employees will work 6 to 7 day weeks for months at a time. Usually days during these crucial periods last over 10 hours. It is also customary during these times that workers put in up to 85 hour weeks (Dyer-Witheford, 2006). The assumption is that these employees should work these hours because they are aware of what the deadline for the product to be released is. As companies are dependent on meeting release dates to receive payment, for company welfare, they are expected to grit through this time. Through a culture of managerial and peer pressure to meet deadlines, game company workers allow their labor rights to be compromised.
There is also a threat to job security if they are unwilling to subject themselves to these conditions. Cases have been cited where employees have been reprimanded and threatened for requesting time off during these periods of development regardless of the nature of the reason that time off was requested (Dyer-Witheford, 2006). The common thought process of management has been a, ‘well if you don’t like it, work somewhere else’, stance that refuses to negotiate the terms of employment (Dyer-Witheford, 2006). Workers have been given the impression that management does not consider these actions to be illegal.
Employee classifications are altered so that they have become exempt for overtime resulting in these workers not being compensated for these additional hours worked (Dyer-Witheford, 2006). Law suits have been filed in response to some of these altered job classifications, and have usually been won by the employee (Frauenheim, 2004). The legal rulings have indicated that the job classifications have been altered for the sole purpose of denying overtime when overtime is worked (Dyer-Witheford, 2006). It was found to be a dishonest practice as the details of the work being done did not match the classification given.
PROBLEMOne of the main problems is the concept of ‘crunch time’. This is a process of last minute game preparation that can last for months. It was a staple in previous video game creation companies and climates as ‘that last minute push’ to get a project done. During these times employees were expected to ‘live’ at the production studios to finish a game. This was something that was initially a temporary state, lasting maybe a week to a month at most. Then a regular work schedule is resumed. However some of the larger production companies have made ‘crunch time’ a permanent state for employees. Now management expects game developers to work a ‘crunch time’ schedule for years instead of for small bursts of time.
Another problem that reinforces these symptoms is the age range of game developers and a lack of professional knowledge. Most game developers come out of college and have never experienced a full time job. They begin working in a game studio as soon as a job is offered. Within the technology industry there are very few organizations that can be contacted for information about technology career concerns (Frauenheim, 2004). As this is such a rapidly developing field, litigation for technology concerns and careers are still being explored. So these inexperienced workers are not always aware of their working rights and some managers take advantage of this. For the most part, management feels like this type of working staff is preferred and easily replaced because of their youth and inexperience.
PROBLEM ANALYSISThe jobs within game design themselves indicate that quality of life should be very high. The industry itself is seen as innovative, popular, and fun. Game designers have a mystic attached to them because of the sense of this rebellious nature; an anti-establishment, anti-corporation lifestyle. Companies have employee features like free meals, gyms on site, and sleeping accommodations. But it’s just these perks that enable managers to make unhealthy work demands on staff.
Further research by other gaming entities and scholars have suggested that this is just one of the sides of the “garage invention” model that game design has always followed (Dyer-Witheford, 2006). There is an entire culture of rules and regulations within the gaming industry that enable poor quality of life for employees. A game company operates in a form of ‘working anarchy’ where there are people doing separate game functions at the same time to hopefully pull them all together as a cohesive whole (Dyer-Witheford, 2006). The industry is very competitive so management has to find ways to keep talented, creative staff members on board with their company so manipulation is also usually an issue.
The truth was revealed in 2004 by an anonymous post to live journal titled “EA: The Human Story” by EA Spouse; a frustrated wife of an employee of the game developing giant Electronic Arts. This posting told of the type of lifestyle game designers are expected to live if they would like to remain employed (Spouse, 2004). While this could be discounted as rumor, there were enough collaborative stories and accompanying lawsuit claims to support the content of the post. Recently, another contingent of women known as “Rockstar Wives” have stated clearly that these practices are still in play for some gaming companies, and they will pursue legal action if these practices do not cease (Huntemann, 2010).
Because of public scrutiny, many employees for video game companies have raised concerns over ‘crunch time’ work conditions and employer expectations when these situations occur. Crunch time is a working environment where employees work additional hours to ensure that project deadlines are met. In the past, this was seen as an expected consequence of this career choice (Huntemann, 2010). However recently, the employees of these environments feel over-worked, under-appreciated, and ultimately taken advantage of (Dyer-Witheford, 2006).
Overall, these conditions produce depression, stress-related health complications, and a drastic loss of quality of life (Huntemann, 2010). The overall health and welfare of employees directly affects the quality of work produced. The field in general has a very high turnover rate as younger employees ‘grow-up’, and realize that they would like to live differently. Many of these older employees with a high degree of experience either join other companies with more flexible scheduling or become competition by creating their own companies. The age of the employees seems to be less of a cause of these symptoms. The continuous ‘crunch time’ working expectations seem to be the main cause for this industry to not have more experienced workers.
ALTERNATIVESWhile it would be impossible to remove ‘crunch time’ completely, there are ways to lessen the impact it has on the daily lives of game company workers, and to spread the work around more equitably. In any business environment cost and finance are the most important concerns. Game companies have taken the steps to try and make production as inexpensive as possible which is why employees have been reclassified and denied overtime (Frauenheim, 2004). The issue is that this is being ruled as an unlawful option if the job classification is actually inaccurate. With finance as a key concern the most viable alternatives would involve employee re-classification, management and planning, outsourcing, and internships.
EVALUATION OF ALTERNATIVESThe first solution is to do a job classification restructuring that would separate more of the work for game development. Programming jobs and assignments can be broken down into smaller snippets of code that can be handled more efficiently by a team of programmers. The same can be said with all other game design functions. Art, music, writing, and heuristics can be broken down into more manageable chunks, and assigned to part time employees while letting full time employees compile the parts for further development. The issue with this is that some works may lose continuity due to so many people being involved, so some changes in project management would be necessary also. In examining job reclassification as a possible alternative it seems to be a good start but will have to be accompanied by other changes to make it part of an overall solution.
The key to the success of any project is the planning and management. “Crunch times’ are necessary due to project mismanagement. Game company project managers should be trained by project managers in adjacent fields such as information technology, music production, graphic design, marketing, and advertising. These fields are established enough that the managers have isolated a specific set of rules that get the required results, and can be easily applied to game development due to the similarity of concepts. This would be an investment so the main deterrent to this plan of action is cost, but the money that would be saved in the long run would outweigh it.
Large game companies that do not suffer the pangs of what has been mentioned here do so through outsourcing to smaller game companies. The idea is to take certain parts of the game that are being developed that would overwork your employees who have to build the entire game as well, and give it to another production team within another company. Some game design concepts require more time than others in art, music, programming and design. To insure that a very complicated problem is worked out in a timely fashion it should be handed over to a company that can focus on it exclusively. The main issue with this is project control. With outsourcing there is the chance that the quality of the end product is not the quality that the original team could have produced. This would bring the value of the whole down, which in the long run would not make the money saved in production worth the effort.
University level education in game design is a growing field as more college systems are realizing the potential of the market. Within the senior year of most programs, there is a need for ‘hands-on’ experience. In order to graduate students need to do work in the field to prove that they are ready to be a professional game designer. Companies can negotiate with local universities with game design programs to offer internships to their students which would supplement some of the auxiliary jobs that need to be handled in game development. There is always a risk when an ‘inexperienced’ employee is involved. With payment in educational credit and not through monetary means dependability may be an issue. However, this option also allows the company to see potential talent before they are even in the job market. This creates a potential network that can be geared to educate to your companies’ specific needs, creating workers with your organizational structure in mind.
RECOMMENDED COURSE OF ACTIONThe solution that would best suit this situation is a combination of the alternatives provided. For a long reaching resolution the company must train project managers and section managers to plan, and implement with the help of peers in adjacent fields. The company should re-evaluate their job classifications, and begin a strategy to restructure the current hierarchy. The nearest university or college offering game design courses and training should be contacted so that an internship program can be established.
IMPLEMENTATION PLANA plan like this takes years to implement. A consulting firm should be hired to oversee this change so that it does not interfere with the current workload of the staff. Roughly the time frame should be within the 2 to 3 year mark. It would be advised to begin with training all management with project managers from the fields that they are the closest related to. Programming team leads should train with IT professionals. Art leads should train with graphic design professionals. Audio engineer leads should train with music production professionals, and all other leads should train with marketing and advertising professionals. This first tier should take 8 to 12 months to complete for a large gaming company. Management should be required to take brush up courses and attend game design conferences every two years.
Once management is trained they can assist with the next task which would be job classification restructuring. The idea would be to restructure the way jobs are handled, and then match them to a position that would suit this task or create it. Currently in the gaming industry, the jobs are very ambiguous. The main positions are programmers, level designers, audio engineers, game designers (writers) and art leads. Within the company sometimes levels of proficiency are given, but the jobs themselves are not given boundaries within their discipline. Critical dissection of each part of game development needs to be done at this stage with the idea that positions will be created for student internships and outsourcing that will not compromise the value of the finished product. The idea is to redistribute current resources to be used more efficiently while using student internships first and outsourcing second as contingency plans. The restructuring is a longer process than the training and depending on and will take anywhere from 18 months to 24.
Works CitedDyer-Witheford, N. (2006). "EA Spouse" and the Crisis of Video Game Labour: Enjoyment, Exclusion, Exploitation, Exodus | Dyer-Witherford | Canadian Journal of Communication. Retrieved October 18, 2010, from Canadian Journal of Communication: http://www.cjc-online.ca/index.php/journal/article/viewArticle/1771/1893
Frauenheim, E. (2004, December 6). EA execs respond to criticism over working hours | Systems Management | ZD Net UK. Retrieved October 2010, from ZD Net UK: http://www.zdnet.co.uk/news/systems-management/2004/12/06/ea-execs-respond-to-criticism-over-working-hours-39179049/
Spouse, E. (2004, November 10). ea_spouse:The Human Story. Retrieved October 18, 2010, from Live Journal: http://ea-spouse.livejournal.com/274.html
Huntemann, N. (2010, January 22). Irreconcilable Differences: Gender and Labor in the Video Game Workplace. Retrieved October 18, 2010, from Flowtv.org: http://flowtv.org/2010/01/irreconcilable-differences-gender-and-labor-in-the-video-game-workplace-nina-b-huntemann-suffolk-university/