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Inside Rockst*r Games

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Re: Inside Rockst*r Games

#3
I keep hearing stories like this from different studios, and most of the time, they're studios that released games I really enjoyed. I would assume the stories are exaggerated or untrue, but they always ring true with my personal experience in game dev as well.

I think stories like this are rooted in the fact that the feedback cycle for large-budget video game development is completely broken. For small game projects with small teams and small budgets, you could at least attempt to assign blame for failures and credit for successes to the team members responsible for the result of the project. But when a game project runs for multiple years, with hundreds of developers and tens of millions of dollars spent on development, it becomes increasingly difficult to assign blame for any particular detail. This is worsened by the fact that the success of a game is ultimately up to the whims of the market and other factors outside of the developer's control (like whether any competing titles are released at the same time).

The end result is that leads and executives are effectively insulated from the results of their decisions, which is why they can lead a project that ends up years behind schedule and burns through employees with 72 hour work weeks and not get fired. And ultimately, for a large game publisher, it doesn't matter if a few projects run over budget or fail completely as long as they get enough hits that bring in massive amounts of revenue.

I'm starting to suspect that 90% of commercial games only ship through an act of God, when an angel descends from the heavens a week before gold master to mysteriously fix 50% of open bugs and get the lead designer to stop using meth. Were this the case, it would definitely explain how certain studios like Bethesda always seem to get 'unlucky' and have their games ship with crippling issues and lots of rough edges, despite the fact that people love their work.

The bit about the removal of free sodas and donuts reminds me of: http://steveblank.com/2009/12/21/the-elves-leave-middle-eart...

Re: Inside Rockst*r Games

#4
It felt like a very unreal situation — working for a supposed “top-notch” company only to discover that some of my coworkers (including senior artists and management) wouldn’t even have been hired as interns at other companies I’d worked at. I’m not exaggerating.

Is Rockst*r considered a top-notch company? I know their output is quite respected but like Mel Gibson there is a difference between looking good on TV and being Good. Mostly it sounds like a bad case of hero worship.

Re: Inside Rockst*r Games

#5

It felt like a very unreal situation — working for a supposed “top-notch” company only to discover that some of my coworkers (including senior artists and management) wouldn’t even have been hired as interns at other companies I’d worked at. I’m not exaggerating. Is Rockst*r considered a top-notch company? I know their output is quite respected but like Mel Gibson there is a difference between looking good on TV and…

I guess the articles impact is that it's surprising that a company with a track record of producing high quality games would have so many alleged issues on the inside.

Of course, whether or not you find it surprising is down to experience.

Re: Inside Rockst*r Games

#9
I worked at a very well known animation studio in a kind of Intern position for 8 weeks (I worked on a movie that rhymes with 'Fungle Book Three'), and my short experience sounds very similar to this bloke's. The most prestigious companies that everyone is happy to brag about working are sometimes the worst to work for? I've had nearly 10 jobs and this was _the worst_.

What causes it? Talented people continue to work there and middle management and infighting rips everyone to shreds. I worked during 'crunch time' which apparently 'happens on every production'.

The most psychotic thing from TFA is where a higher up pulls him in to a meeting room to accuse him of "questioning their authority" over a private email saying "I know the schedule is unrealistic, but guys we shouldn't be watching youtube videos during work hours". Who does that?

Re: Inside Rockst*r Games

#10

It felt like a very unreal situation — working for a supposed “top-notch” company only to discover that some of my coworkers (including senior artists and management) wouldn’t even have been hired as interns at other companies I’d worked at. I’m not exaggerating. Is Rockst*r considered a top-notch company? I know their output is quite respected but like Mel Gibson there is a difference between looking good on TV and…

I guess the articles impact is that it's surprising that a company with a track record of producing high quality games would have so many alleged issues on the inside. Of course, whether or not you find it surprising is down to experience.

I could be wrong but I believe "RockStar Games" is one of those studios/companies that got so huge from their initial success as a small studio and innovators that the company size exploded into several satelite divisions/studios/etc, until the point where it becomes just another Big Corporation.

Personally I can't believe how anyone who works in game development can sign up for such an experience knowing all the horror stories and "crunch time" requirements that are out there. It seems to take a huge act of willful delusion going into it to think that you're going to come out the other end with a positive experience.

There's an expression about how those in charge only have the power that the people below give them, I can't understand how the rank-and-file in game development are so willing to go from 40-hour to 72-hour work weeks without any extra compensation.

There are better options out there for you as an employee.

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