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by Furzel 4393 days ago
Couldn't this problem be solved by a shift to a video game consulting industry ?

In tech companies it's quite common to have a period of 'inter contract' between two missions where you can do trainings or even self training. Is the video game market hostile to this kind of organisation or has it just not been tested yet ?

1 comments

I considered that option too - consultants or freelancers or the like with less rigid contracts - however, the cost for those would be exponentially that of the young easy to hire developers; hourly rates at least twice as high, which doubles if you make them work double hours during crunch hours.

In-house developers work for a flat annual salary, and IIRC most game development companies don't pay overtime whilst demanding devs work overtime during crunch time.

But game dev extortion is a known problem, and the other problem is that people take it. Working in the video game industry is a dream for a lot of people, and they're willing to take a lot of shit for the perceived privilege to work on the things they love.

And the weirdest part? The actual development of a video game is often only a small part of the total cost package; iirc, games like the Call of Duty series cost more in marketing than the actual development.