Comments by "Charles M." (@charlesm.2604) on "HealthyGamerGG"
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Hi folks, software engineer here, if I can add my 2 cents in there for that dude looking for advice:
Although I never worked on videogames, I know a bunch of people who did. And AAA studios will kill you.
There is a thing in that specific field called "the crunch" which describe the time period during the annoucement of the game and its release. We call it "the crunch" because that's the noises your body makes when you're done with it.
To make a long story short, publishers dedicate their resources depending on predictions. The first few months/year after a release, a game will cost more money than it'll bring.
In order not to screw their budgets, publishers are only showing a maquette of the final product when they announce it then gather as much feedback as possible to see if the development is worth it before actually entering the development process.
That's when the crunch starts.
Studios will restrict you out of your social life, will not let you have phone calls during work, will not value your health (and that's one of the most fucked up part about it), will force you to work additionnal UNPAID hours, etc...
They do so by threatning you. They know that you've sacrificed a whole lot to have this position and use it against you. They manipulate you out of your entourage as well. They also let you know that if you can't resist the crunch, other studios won't work with you as you are not fit for the job (it is an industry standard after all).
There is ton of info online if you want to learn more but the videogame industry is one of the closest to ressemble modern day slavery.
Now it's not to say it's all bad, in fact it's gotten better since 3-5 years because of unification and social medias.
Indie studios or those who are not published by/related to AAA publishers are not really impacted by the crunch on such levels too.
EDIT for some resources:
- "Inside Rockstar Games' Culture Of Crunch" by Jason Schreier (Kataku - 2018)
- "How is crunch legal in the videogame industry" by Michael Thomsen (The Washington Post - 2021)
- TakeThis non profits, charity about mental health awareness invested in the problem.
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