About 16 months ago I resolved that I was going to start reading (and listening to audio books) in order to broaden what I’m exposed to beyond simply endless technical materials and news. The result is that I’m pretty much on target for my goal of one book per month ever since then. The first few months were actually a really slow start so if you had been able to see this list eight months ago you would have figured I wasn’t going to make it. But I’ve caught up and I’ve discovered both some great and some not so great reading along the way.
This is a news bulletin for many people but not for anybody who has ever even peeked inside the industry. There’s a new white paper over at the IGDA (IGDA – Quality of Life White Paper). You have to be a member to download the 90pg. complete report but the summarized highlights are no surprise. People within the game industry are grossly overworked and at least somewhat underpaid.
“Only 3.4% said that their coworkers averaged 10 or more years of experience.” – Yeah, that would be because by that time they’ve figured out they can make more money for fewer hours doing development of something other than games.
“Crunch time is omnipresent, during which respondents work 65 to 80 hours a week (35.2%). The average crunch work week exceeds 80 hours (13%).” – One developer in Dallas was known to have put cots or couches in all the offices and have YMCA memberships around the corner so people could go shower.
When I created the X-Plus and DevGames.com websites (prior to participating in GameDev.net) it was to become a game developer. I imagined that it would teach me about how to develop games and make industry contacts to get a game job. Here’s a news flash, never create a website to learn about anything. If you develop a big successful community you will learn a great deal about building successful web communities, not about your topic of choice. Everything I learned about people within the industry taught me the following things:
- There is an endless supply of developers out there who believe game development would be really cool. The people hiring for the industry know this and aren’t going to pay you nearly as well because they rely on this seemingly inexhaustible pool of people.
- Many of the developers within the industry may be good with 3D or sound or many other topics but often they are inexperienced with basic software practices that you or I might consider essential. In that category I would put things like source control, test first design, design patterns, etc. Even when they know better the time crunch to get stuff out the door often makes them toss good software practices in a foolish attempt to save time.
- Working on a game for two years can quickly become no different than working on any other program for two years. That is, when you have to dig around in the guts of the program day after day and deal with its bugs and only with that one game it’s not going to seem all that fun anymore. In fact, you may find yourself playing other games just to get away from it for a while.
- What says you are going to be working on Half-Life X or one of the few dozen cool games that come out every year anyway? Remember, somebody is out there building the game that goes with the next Jim Carrey movie and it’s probably going to be you. Look around at most of the dreck that comes out. That stuff doesn’t develop itself.
I think OurPictures is really cool. It’s software you can buy for $50 (US) and you get licenses so you can put it on up to four desktops (perfect for my family). Then people can share pictures with one another without messing with email, web sites, etc. You put the pictures in, indicate you want to share them and they get transmitted to others. It has printing and some other stuff as well but most of that is nigh on useless to me as we use Adobe Photoshop Album for all our photos. It’s great software and it does a spectacular job of categorizing and working with your pictures.
While I’m at it I should plug the Photoshop Album Starter Edition available for download on Adobe’s site. It lets you pull in all your images, tag them, search them, etc. It never expires but it lacks a lot of the ability to do projects (books, calendars, etc.) with your pictures. You can even upgrade to the full edition later if you like it and keep all the work you’ve already done with your photo collection. We use it as a second copy of Album on my machine because Rockelle has the full copy that we bought.
Let’s hope that Adobe adds a peer-to-peer sharing feature in a future version. Then the free version of Album could be used as a client by anyone I want to share pictures with and Adobe manages to periodically convert some users from free to full owners. Everybody wins.
StarROMs has legal downloads of a multitude of old Atari titles. Each one is the ROMs from the original game ready to use within an emulator like MAME. You don’t have to go pirate anything in order to play your favorite arcade titles of old. This is very cool and I look forward to them getting licensing agreements with more classic arcade companies like Namco and Williams.
However… With that said, here is another example of a website having to come up with its own stupid mass purchase technique to try and work around the high transaction costs associated with credit cards. This is directly analogous to the problems that iStockPhoto had a while back. I don’t want to buy a big chunk of “tokens” on the StarROMs site to buy some games. Tying my money up in your funny money currency when it isn’t going to work on any other site doesn’t thrill me. Instead, go with BitPass and let me buy exactly the tokens I need at $0.25 (US) per token to get a game when it comes time to buy one. That also makes an impulse purchase that much easier for me because I may already have money in my account from something else I bought recently using BitPass.