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August 05, 2004
The Joys of Alpha
I'm going to have to apologize for my lack of posts recently. It's not for lack of interesting things going on in the world of gamer culture, to be sure, with sites across the net all a-twitter with Doom III raves. No, you see, I've been a might bit busy of late because the game I design for at Electronic Arts just passed "alpha" a few days ago. For those of you who aren't familiar with what a large game development project is like, alpha is the stage describing a build of the game that is completely playable from beginning to end. Details still need ironing, and there's still a little time to argue for small feature adjustments, but the game is playable. Of course, the weeks leading up to this day are long and hard. I haven't worked less than 13 hours every day for about two weeks (including weekends). Before that, it was about a month of 6-day workweeks of around 10-12 hours per day. It could have been much worse, but this is a talented team. While alpha crunch is hard, every day I would come in and the game would suddenly be leaps beyond what it had been just 24 hours ago. Indeed, the costs of this project have been heavy: no weekends, no sleep, and of course there's no "O-V-E-R-T-I-M-E" in "Game Development," which probably puts my actual hourly wages at something like $2.00 per hour, before taxes. Of course, as the Iraq war reminds us, the real cost of any action is the human cost: I started this project with a significant other, but will finish it without one. And yet... and yet... And yet I'm still enjoying this, and feel the journey has been, and will continue to be, worth it. Posted by ClockworkGrue at August 05, 2004 09:57 AM | TrackBackComments
I know you can't/wont say much on this, but shouldn't there be o-v-e-r-t-i-m-e in game development? Isn't someone currently suing a development company over this? Sure, sure... it's all great fun work, but it sounds like you guys are pressed into accepting what should be illegal. Posted by: G on August 5, 2004 03:13 PMCongrats ClockworkGrue on making it to Alpha! What game on you working on? I have two friends that are interning at EALA this summeron, one on the LotR RTS and one working on GoldenEye. Posted by: Mark Van Lommel on August 5, 2004 05:51 PMI consider game development like any other creative activity. In the end, you may not be rich. People may not know who you are. But at least you'll end up with some war stories. Posted by: Mike on August 5, 2004 06:37 PMFirst, to address G's issue on why game developers don't make overtime: IANAL, but I believe under California state law, "managers" and people in "creative positions" can be considered exempt from overtime laws. Creativity being the sort of thing you can't just turn on every morning at 9 AM, I can understand this position. Basically, if your position allows you to have "creative input" into the game project, you won't make overtime. However, there is, in fact, a lawsuit in the works right now dealing with this issue, which I'll post about after I am able to gather more specific info. Money aside, the impact of a game development career on the average game developer's so-called "life" is the elephant in the middle of the room that nobody ever talks about (out side of internet kibitzing). Like I said, I have a post brewing about this issue. As for what game I'm on: if I told you, I'd be giving you internal development status of an unshipped title, which is a fire I'd rather not play with. If you really care, rest assured that after it hits the street and the reviews start to come in, I'll probably disclose the title when I talk about my perception of the development process, and ponder the critical response in as undefensive a tone as I am capable. Game Dev is like theater: every show is the worst one ever until it's over, and then it was great. Posted by: ClockworkGrue on August 5, 2004 11:56 PMNo one's talking about? Well, we wrote a 90-page report on quality of life issues in the industry! We also ran a panel and several roundtables at GDC. And, many of our chapters have hosted sessions to discuss the findings of the report, etc. Finally, we're in the process of planning a full on "summit" for GDC 05 as well as follow-up work to the report... Check it out! Hmm, I guess Grue has just been to busy to notice ;) Jason Posted by: Jason Della Rocca on August 6, 2004 05:29 AMSorta' goes back to my last entry, Grue. You work 12-14 hour days for months, lose your social life and really put yourself into the work. And then because people wouldn't buy the game anyway - they say - you get people getting your work for free. Perhaps the industry doesn't hate pirating because it costs them money so much as it's really fucking annoying to work your ass off for a year on a project to have some prepubescent kid pass out copies to his friends for free. Posted by: Mike on August 7, 2004 05:37 AMPayed overtime in game development would put a lot of smaller developers out of business considering the budgets and time constraints third-party devs have to work under in order to stay competetive at all. Grue, your hours sound crappy. But I got em beat :) Try 10-12 hours a day since Feb. Posted by: sewart on August 7, 2004 03:30 PMCongrats on hitting alpha. I'm currently testing a game (I do QA for a company in Austin) and we are working on a title that is far from Alpha. Sadly, the crew working on the project is already working weekends and putting in some sick hours. Naturally, this means I'll also be putting in a NUMBER of hours over the coming weeks. Fortunately, I LOVE IT! Hmmm... can't figure out the reason behind this post. Congrats Grue, hope to see you in Austin at the AGD this September. What are the odds of coordinating a thing with the peeps on this site? Posted by: Cog on August 7, 2004 08:23 PMUnfortunetly this kind of thing is still "standard" in the industry. The good news is that more and more places ARE realizing how ultimatily destructive this kind of scheduling is. On my current project we are commited to keeping "crunch' time to a minimum and so far we've been able to live up to that. Why would we give up so much valuable developer time? Well, first it isn't always all that valuable. People become less and less productive as crunchs continue. More mistakes are made and scheduling has generally become worthless so you can't manage dependencies. on August 8, 2004 01:49 AM
Is this EA in california? Grue, I used to have a link about the gamedev suing Vivendi for overtime, but Yahoo says the page is gone now. We're currently in crunch on Matrix Online too... my body is attempting to adjust and prevent diminishing returns on productivity :) Good points, Tom. Have you read Death March? Posted by: Brian Yeung on August 24, 2004 11:38 AMThe problem isn't overtime, the problem is everyone is working on asshat games no one can like. Posted by: sffff on October 13, 2004 11:24 AM免费铃声下载 手机铃声免费下载 mp3铃声 免费手机铃声 mp3铃声下载 三星手机铃声 三星铃声 诺基亚铃声 诺基亚手机铃声 移动铃声下载 nokia铃声 波导手机铃声 手机游戏免费下载 免费手机游戏 手机小游戏 诺基亚手机游戏 三星手机游戏下载 nokia手机游戏 摩托罗拉手机游戏 手机小电影 mp4手机电影下载 手机看电影 免费手机电影 手机视频下载 nec手机铃声 联想手机铃声 摩托罗拉铃声 amr铃声 手机彩铃下载 移动彩铃 免费彩铃 炫铃 移动炫铃 手机酷铃 手机电影 夏新手机铃声 联通铃声下载 联通手机铃声 联通彩铃下载 联通炫铃下载 特效铃声 midi铃声 和弦铃声 搞笑铃声 原唱铃声 mid铃声 cect手机铃声 和炫和旋铃声 海尔手机铃声 索爱手机铃声 飞利浦手机铃声 康佳手机铃声 真人真唱铃声 mmf铃声下载 lg手机铃声 诺基亚手机铃声 短信铃声 来电铃声 西门子铃声 小灵通铃声下载 tcl手机铃声 手机图片 手机铃音 手机动画 图铃下载 手机游戏 手机炫铃下载 手机彩信 手机铃声图片 免费黄色电影 最新电影 成人性爱电影 免费小电影 免费性电影 免费成人电影 免费电影在线观看 宽带电影 经典电影 恐怖电影 免费影片 免费影院 最新大片 十八电影网 美女写真 免费电影下载 两性生活 性教育片 两性知识 性爱图片 激情电影 免费电影下载 免费在线电影 看免费电影 免费电影网站 韩国电影 人体艺术 美女图片 美女走光 美腿图片 三级片 强奸电影 美女祼体图片 美女自拍 黄色电影下载 免费色情电影 激情图片 激情小电影 性感美女图片 漂亮妹妹图片 做爱图片 美少女图片 日本av女优 情色电影 同志电影 激情视频下载 明星露点图片 写真电影 阴部图片 乳房图片 明星裸照 性爱视频 偷拍图片 美眉图片 泳装美女 美女内裤 性爱贴图 情趣内衣图片 性生活图片 作爱图片 艳情小说 性交姿势 做爱电影 性福联盟 人体摄影 明星裸照 裸女图片 黄色小说 成人小说 乱伦小说 强暴电影 轮奸视频 性虐待电影 迷奸图片 妓女日记 写真集 全裸美女 淫荡小说 淫乱小说 淫书 舒淇写真 美女脱衣图片 裸体女人图片 人体写真 女性手淫电影 美女波霸 美女淫水 阴户阴道阴毛屁股 美女图库 口交肛交图片 Posted by: hyhy on August 28, 2006 07:38 PM
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