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What are the working conditions in today's gaming industry?
A month and a half ago I started studying C ++ according to Laforet's book + I recently started studying game programming directly according to another book, and so far interest in this topic is only increasing, BUT being interested in the topic of game development, I often come across talk about terrible working conditions, in particular, about stable overtime and working weeks of 50-60+ hours, which scare me a little, BUT these conversations are mostly a few years ago and I got the impression that the situation is improving over time.
Actually questions: How are things now with working conditions in various areas of the gaming industry? Are revisions frequent? (It's one thing a monthly crunch every three years before a release, and another thing is constant revisions) Have there been improvements in working conditions over time?
PS I understand that working conditions depend on specific studios, but maybe there is something averaged and most often encountered that one could focus on?
For those who are interested, I leave links to topics with an identical question on other sites
www.gamedev.ru/flame/forum/?id=215488
www.cyberforum.ru/graphics/thread1767250.html
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Point number 0 - make no mistake, C++ is one of the main languages in the game industry.
1. The game industry is very different. Playing an indie game in the kitchen is one thing, playing another part of an AAA title is another, making a fun farm with raccoons for vkontashi is the third
2. Accordingly, if the company has not yet left the stage "Vasya and Petya decided to make a new fallout and they even hired one programmer Tolyan", then the conditions are obvious - Tolyan sucks until he falls for a penny.
3. But if the company has already moved to a more industrial level, then here is an ordinary IT development, with some features:
- There are quite enthusiasts in the industry and someone in the company will work from eight to eight (well, if this is a producer), but it doesn't have to be you.
- In general, management is usually a mess, in order to steer artists and programmers and game designers at the same time, very cool managers are needed, and there are no such managers in the industry
- The level of technical organization (CI, vcs, code-review, intelligible coding standards) ranges from " spontaneous to very high, there are super-cool specialists, working with them is a great success, especially for a beginner.
- However, if you are specifically interested in the technology stack with C ++ - there cool specialists are washed out by Yandex / mail, they are able to offer better conditions
- Processing happens, because planning is usually very "creative". In theory, developers should deal with this, how successfully is another question
- In terms of money - average, here it depends heavily on the customer / project
- Is there an improvement over time? Well, recently, those who work for a Western customer suddenly felt much better, yyyy))) But in general, you understood correctly, in terms of working conditions, the industry has evolved from "Complete trash, only suitable for freaked teenagers" to "You can consider if there is a tolerance for some creative mess"
How does C++ relate to the gaming industry?
In C++, Objective C, etc. - they write only the base, only rich offices can afford it, well, or specialized and hard-nosed like the authors of Anreal.
And the vast majority - labayut on ready-made engines.
There is no need to know C ++
Reworking is a voluntary matter. No one is standing with a whip. Money makes you work...
BUT being interested in the topic of game development, I often come across talk about terrible working conditions, in particular about stable overtime and working weeks of 50-60+ hours
I did. A few months later, I realized that this, to put it mildly, pipets.
Pros: experience in technology
Cons: you understand
The less experience you have, the more likely you are to come across such a job that does not require professionalism, with poor working conditions.
With the advent of experience, this will decrease.
On average, be guided by the fact that the development is a little more difficult, the payment is a little less, compared to the usual web and the relevant level of tasks.
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