• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Phunin

Work Hours For VG Programmer

3 posts in this topic

I've been researching the industry recently, and I often hear about long work hours in the Video Game Industry and stuff like that. I oddly never see an actual number of hours though, lol. Maybe poor searching on my part, but I did make an effort. But to those of you who know, how many hours does the average Video Game Programmer work (or a guess of how many hours)? Another question, I tried googling this answer but never got it: In terms of software development, or programming outside of the video game industry, are the hours as bad there too?
0

Share this post


Link to post
Share on other sites
It is 100% based on the studio you work for.

-Some work 40 hour weeks. No more, no less.
-Some make you do mandatory overtime 12 hours a day, six/seven days a week, for months.
-I've heard of a couple who don't even care what your hours are and when you show up, so long as you get your work done.
0

Share this post


Link to post
Share on other sites
It varies, just like it does for every industry. Try searching for the number of hours per week for database programmers, or stage managers, or auto mechanics, or just about any other professional job.



Most people work a typical business work week. In the US, that is about 40 hours per week.

Some people work more or less than that for any number of reasons.





Expect to have a few weeks that have some extra hours requested, but the same is true for every industry. If you get a database programming job you will be expected to work late occasionally, and everybody gets to be on hand for a few days during a major transition. My view is that anything over two weeks (either a few days here and there, or all at once) per year is excessive, and I have stood against managers who wanted more than that.


Every company is different -- some have policies that overtime is unnecessary and should be avoided, others have policies that encourage it. Every project is different --- some are high-risk ambitious projects, some projects slip, some projects have everything work out the first time it is tried. Every team is different --- Sometimes an art deadline for a trade show will cause the artists or modelers to work extra hours, other times a bunch of nasty bugs will cause a few programmers to put in late nights. Every individual is different --- a worker who feels their job is in jeopardy may choose to work different hours than a worker who is secure in their job.

Exactly what happens for an individual is defined party by management (team lead, project lead, studio management, scheduling promises) and the individual's ability and desire to go home.



It should be obvious to you when you interview at a company.

Bad management will use overtime as free employees. These businesses tend to have a high turnover and mostly younger workers (under age 30). They tend to have good short-term perks but horrible long-term morale boosting environments. Good management will use overtime as a request and a last resort, and compensate their employees for it. These businesses will have extremely low turnover rates and a mature, more senior work force.
0

Share this post


Link to post
Share on other sites
Contractually I'm 37.5 hours a week. On average it's probably a lot more hours due to working over time. Some weeks as high as 70 hours, most sit at around 37.5 for me.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0