Back to News
Advertisement
Advertisement

⚡ Community Insights

Discussion Sentiment

60% Positive

Analyzed from 13830 words in the discussion.

Trending Topics

#game#more#games#pay#unions#industry#video#union#working#money

Discussion (493 Comments)Read Original on HackerNews

WarmWash1 day ago
Can anyone comment on why "big video game" dev pay has lagged "big tech" pay so badly? Ostensibly they are doing remarkably similar engineering problem solving, so why is there such a disparity?
sonzohan1 day ago
Game dev here, have worked on AAA and indie.

First off let me get on my high horse and say the engineering in video gaming is generally more complex than the engineering I've done working in big tech. You need a lot more creativity and ingenuity to solve the unusual problems you run into in gaming.

From there, as others have said, it's a simple supply and demand issue. Nowadays I am a university professor, nearly every student who comes in wants to pursue one of the three fields: cybersecurity, video gaming, or recently ML/AI.

This shouldn't come as a surprise, they want to work on the things that influenced them and shaped their experiences so far. There's an absolute over supply of students who want to make video games.

Gaming, like most of entertainment, is a passion-driven industry. You trade good salary for your name in the credits. You trade nights, hobbies, marriages, and your health for this opportunity. That is unless you reach that lofty 1% of developers who are too valuable to be fired.

Not all areas of gaming are like this. Gambling, like working on slot/pachinko machines, pays very well and has pretty realistic work-life balance. However every student I've talked to about this has universally said "no I don't want to make slot machines. I only want to work on GTA/Stardew Valley/Hollow Knight/Fortnite."

There's seriously no shortage of starry-eyed students who are willing to accept minimum wage to solve SDE3 level problems. I was one of them once.

Animatsabout 22 hours ago
> First off let me get on my high horse and say the engineering in video gaming is generally more complex than the engineering I've done working in big tech.

Yes. Having done everything from mainframe OS internals to proof of correctness to autonomous vehicles, video games are the most difficult.

At the beginning, game dev looks easy, because the tools are good and modern hardware is very capable. But as you approach a big, highly detailed, photorealistic world, the easy approaches hit a performance wall. Then the necessary optimizations become insanely complex. That's the tyranny of the frame rate. That's why I've complained about game engines in Rust. Everybody writes My First Game Engine, then hits the wall about two years in.

The metaverse problem is even worse. All the problems of game dev, plus the problems of user-created content and large scale. With all the effort and money put into metaverses, none emerged that worked as well and looked as good as an AAA game title from the GTA V era. Roblox, Improbable, and Second Life are as good as it got. You'd think there would be some good examples still around, with small user bases, but there are not. There are a whole range of problems only metaverses have, and some of them are unsolved. For commercial games, much of the work takes place during level building and optimization. Unreal Engine Editor does much of the heavy lifting. Metaverses don't have that option.

The total failure of the metaverse industry comes partly from this. It's hard to do, and the problem was underestimated. Mostly by the people who really just wanted to sell their crap NFTs and coins.

The people and wage problem comes from too many people wanting to make games. It's like Hollywood. If you've spend any time around there, you've met the actress/model/waitress types. The male version has stand up comedy levels of ego. That pushes wages down.

xg15about 21 hours ago
> You'd think there would be some good examples still around, with small users bases, but there are not.

Wouldn't VRChat qualify?

ziofillabout 18 hours ago
This is very interesting, what makes video game engineering so difficult?
conceptmeabout 5 hours ago
Roblox does not have a small userbase all kids are on it
cmpxchg8babout 19 hours ago
Former gamedev here. This matches my experience. However, working in the games industry from 2000-2011 did wonders for my ability to thrive in big tech. It is easy mode compared to games.
truenoabout 13 hours ago
i spent 2 years learning c by fucking with carmacks idtech3 engine. game dev is incredible. i found myself even in such an old engine in awe of the incredibly creative ways problems are solved to get things drawn on screen, the event journals and everything that marry it together, the client server architectures... bruh game dev is next level.

* this doesnt even include graphics programmers who are also awesome. and are just a different breed than i am, for whatever reason my brain just won't process the world of graphics pipelines

nsagentabout 20 hours ago
As a former game dev who later got a PhD in CS, I can say I definitely did the equivalent of research as part of my job: I had to solve tough new problems that no one else was and verify they worked better than existing approaches. It's definitely more difficult than anything I worked on in industry and was certainly not paid commensurate with the skill required.

Now I've branched off on my own as I've been disillusioned with academia as well. Can't win'em all.

arsenideabout 18 hours ago
I work in the slot game industry. Plenty of ex-video game devs in this space. Much better work-life balance, but it's very clearly not the same as making video games.
rf15about 14 hours ago
There's also the moral factor, but I've definitely considered switching in the past should money ever be a problem for me.
al_borland1 day ago
Do you tend to see a high drop out rate or general dissatisfaction from graduates when they come to the realization that making a game is a very different experience than playing the games?
sonzohanabout 24 hours ago
Dissatisfaction yes, although it doesn't manifest how you'd expect.

It comes in the form not so much in dropouts, but in bad course feedback and bad professor reviews.

"The professor made the class unfun."

"The professor said she's made games but clearly has never done that before with how she taught the class"

I'm a woman so, unsurprisingly, I experience a fair amount of misogyny from students in the class who have never made a game nor have they worked in industry but believe they know how it works.

Scaled1 day ago
My first AAA game industry boss said to me only 10% of people make it 10 years in games. This has been, if anything, optimistic, with there being a sharp drop-off at 2~5 years.

(And in indie it's way worse, it's more like 1% making it one year)

maccardabout 19 hours ago
I taught a “gifted children” university level course that kids between 13 and 17 attenddd. We lost about half of the people on the first few days when they actually had to write code.
usefulcatabout 13 hours ago
This description absolutely checks out, even from ~30 years ago when I graduated.

I worked on games for several years early on but quit after going through an EA spouse experience.

In some ways it’s too bad, because the great thing about games is that there is such a great variety of different kinds of problems to solve. Even so, I quit cold turkey and never looked back. It is what it is.

RobRivera1 day ago
What was your route to teaching like? I kinda am considering putting my hat in a similar ring on a part time, evening class type basis if I can get away with it.
sonzohan1 day ago
I graduated in 2011, went straight to work at Blizzard entertainment. At the same time I had gotten accepted into graduate school so I opted for an internship at Blizzard to try both. I went back to Blizzard in 2012, but quickly realized I wanted to do my PhD. So I left Blizzard and went full-time as a student. I didn't have funding so I TAd classes. Eventually my advisor and I scored a big NSF grant, so she used the funds to buy out a course and have me teach it as the instructor.

From there, I wound up at a community college running a bachelor's level degree. They hired me because I was the only candidate with NSF experience. They proceeded to fire their grant manager and have me manage the whole grant without extra pay.

Actually used to hire people for exactly what you want to do: be an adjunct for night classes in tech.

If you want to go that route you need to make friends with the Dean and the head of program. It's rare that we hire someone from the general application process, because most people who work in tech do not make good instructors.

steve_adams_86about 20 hours ago
> engineering in video gaming is generally more complex

This tracks with my experience. Games present so many unexpected challenges. Or, known and expected challenges that are challenging nonetheless.

The other place I've had my ass handed to me was in robotics. Translating digital models to the physical space is how physics tells you it's actually in control and your ideas are cute and all, but other things are going to happen instead.

The simulator starts out simple and gradually becomes grotesque as it contacts reality.

cheeze1 day ago
I'm the opposite. BigCorp distributed systems guy.

I'd agree with all of this from what I've seen though. The problems that some of my buddies solved straight out of college, while very different than 'hard problems' at bigcorp, are... hard.

One buddy ended up moving to the worst of both worlds... backend infra for a large video game and ended up getting video game salary for bigcorp distributed systems problems.

miiiiiikeabout 23 hours ago
> engineering in video gaming is generally more complex than the engineering I've done working in big tech.

I always roll my eyes when I hear this from game developers. And my eyes hurt from rolling I've heard it so many times.

I've done game dev, systems, backend, frontend, all of it. It's all the same. Maybe you developed low complexity "big tech" projects but, c'mon, you're really going to argue that games are categorically MORE complex than what Google, Apple, etc develop?

They're not. It's all the same. Same complexity ceiling, same prerequisite levels of creativity.

Most frontends that I develop use the same patterns as games and the backends that I've developed recently look like game servers. Same patterns, same techniques, same level of complexity.

Game development is just development.

nsagentabout 19 hours ago
It certainly depends on what you're working on in games. Not every game pushes the envelope, but the ones that do are seriously complex. They are essentially realtime embedded systems, which push the hardware to the max.

Sometimes you get similar demands at the big companies like Google and Meta, but often you have the opportunity to throw more compute at the problem. That is rarely possible in games.

Having been a game dev before getting my PhD focused on NLP, I can definitely say some of the challenges I ran into developing a first of its kind MMORTS, was seriously challenging. When I took the mandatory grad classes in distributed systems and low level architecture design, I already had first hand experience and aced those classes without any effort. I was familiar with many of the problems and their solutions because I needed to for my work. In addition to working at the lowest level debugging the memory allocators, full networking stack, database layer, you name it all in C++. Being a lead developer on a project of that scope was much more complicated than any work I did later.

My first semester of my PhD I wrote a Transformer from scratch referencing only the original paper (it was soon after the paper came out, there were few resources then). I was the only person who got an implementation that matched the results from the original Transformer (most got much worse performance). I credit the skills and abilities I gained in the game dev industry.

That isn't me throwing shade at others; as I said there are hard problems in industries other than game dev, but the skills required are not compensated at the level you'd expect given the difficulty of the work.

michaelsalimabout 21 hours ago
Not a game dev but I used to dabble in it. Quite surprised by this take honestly. Sure, each domain has its own complex things to solve. But on average, I think it's quite safe to say that game development consistently demands more creative solutions to problems compared to many other fields.
oreallyabout 13 hours ago
I think the differentiator is the amount of deep Math that goes into it.

A simple card game is on par with standard app development.

But if you're working at lower levels of a world simulation engine that require linear algebra, computer graphics knowledge? Camera and joint manipulation? Animation? Navmeshes? Physics? That's a notch harder than a REST app and microservices infrastructure. Some robotics, ML areas touch on this too.

The only tough topics at these adtechs that might match would be graph manipulation, or currently ML knowledge. I suspect leetcode isn't very applicable in everyday usage.

tayo42about 23 hours ago
It probably depends on the level in the stack your at.

At a high level the engines and frameworks don't feel any different.

Work with graphics and models feels more difficult though then most networked application work I've done.

neonstaticabout 9 hours ago
> There's an absolute over supply of students who want to make video games.

To be fair, you don't have to be a teacher / lecturer to notice this. One trip to an AI reddit thread asking what people are working on will reveal that it's either porn, role-play, or game development.

forgetfreemanabout 23 hours ago
"You trade good salary for your name in the credits"

When did that become a thing? When Gears of War bonus checks started hitting Epic's parking lot went from a random collection of reasonable vehicles to looking like an exotic car show. I'm fairly certain every dev that worked on Gears or Unreal could have retired off the bonus payouts.

Sharlinabout 22 hours ago
That’s a tiny and decidedly nonrepresentative sample of gamedevs.
bananaboyabout 21 hours ago
If you’re working for one of the big studios making blockbusters the bonuses can still be pretty good.
dzongaabout 21 hours ago
another thing - games are more like a lottery - you've more misses than hits.

so economics takes over.

whereas your typical saas, adtech - once the business is proven u print money unless u r doing stupid shit n being driven by ego such as having the biggest org or pursuing passion projects such as "a.i"

vitafloabout 20 hours ago
Also for every game dev working on GTA6, there's another working on Barbie's Horse Adventure. When positions are limited, you take what you can get and most of them are making games that are not at all interesting.
varispeed1 day ago
I'd say it has nothing to do with supply and demand, but more to do with captive labour market (e.g. in the UK ability to quit and run own business are limited) and C-suite greed levels and classism.

Working class person being exceptional at low latency game development, will unlikely get a chance in finance and earning 10x for very much the same level of competence, because their accent might not be good enough and parents don't frequent members' clubs.

hnlmorgabout 23 hours ago
I’ve worked in pretty much every domain of IT in the UK (FinTech, gaming, broadcasting, Hollywood, public sector, etc) and I’ve not experienced any class bias in FinTech.

I will say that different industries have different formalities (generally speaking). But that just means you have to interview with smarter attire in FinTech vs interviewing for a job in gambling.

As a hiring manager, I can say that companies will recruit for as little as they think candidates will accept. Fintech gets a bit of a pass on this one but only because they rake in so much money that they can generally afford to attract higher salaries. But it does also mean that gaming can get away with paying people peanuts in comparison and that is literally due to supply and demand.

In places where the C-suite have set unrealistic thresholds on tech salaries, I’ve had to get creative to attract candidates. And that often meant contributing back to open source and basically using that as advertising.

Anyway, this is already a verbose reply but the crux of it is:

1. you shouldn’t underestimate the power of supply and demand in the work space

2. The profitability of a sector also plays heavily into the equation

3. You don’t need to be posh to get a job in FinTech.

ryandrake1 day ago
Is it as simple as supply/demand? People love games and game-loving developers are willing to take lower compensation to be in the industry? As a former obsessed gamer, I remember in my 20s I almost would have been willing to work at iD Software without pay if they let me.
javier1234543211 day ago
It is actually quite a common occurrence in the arts and other creative fields, where there is a level of idealization for the work in itself outside of the remuneration. Musicians, architects, illustrators, cinematographers are all dealing with the same thing the more the work resembles their ideal type of artistic work, the less to pay usually.
JadoJodo1 day ago
I would guess a big part of this is because the art _itself_ is a form of compensation: Artists have a passion for the end result in a way that organizations (e.g., corporations, collectives, movements, etc.) harness and take advantage of in lieu of financial compensation.
abhaynayarabout 20 hours ago
Reminds me of this [1] article, quoting Seinfeld, "In the seventies, this is the tragic turn of American culture. And this was explained to me by Mario Joiner who cracked this puzzle that I could not figure out what the hell happened. That money became everything. What happened because it was not like that in the seventies. In the seventies, it’s how cool is your job? How cool is what you’re doing? If your job’s cooler than my job, you beat me."

I too wanna work on cooler stuff. Sooner rather than later.

[1]: https://awealthofcommonsense.com/2024/05/seinfeld-on-when-mo...

xp841 day ago
To a lesser extent the same has been said about Apple's low pay relative to peer (far less profitable) companies -- the mere honor of working at Apple is an implied part of the compensation package.
agentgt1 day ago
I think it is mostly just margins. Sure there are lots of people willing to work for no very little money for game dev but I would say there are tons of people willing to work for very little money for FAANG companies because they want that on their resume.

In fact since we are on hackernews that is kind of thing people wanting to be entrepreneurs do. Work at recognizable big tech company for a few years. Leave to be a founder of a startup. Investors ... well that guy came from google they must know what they are doing etc (the irony is they probably have less of the skills to start a company going that path).

yCombLinks1 day ago
They want it on their resume primarily to make more money and have a better career in terms of getting hired, etc. Very different motivation. They'd only work at a FAANG for free long enough to get that bump. Game devs however would work for many years underpaid because they like what they're creating.
Negitivefrags1 day ago
People haven’t responded to your very first point, and I want to really stress it because I don’t think most people really get it.

Margins.

Game development doesn’t pay more because game development companies can’t afford to pay more.

Sure, an individual game dev company may make a lot due to the hit driven nature of the field, but the totality of the market simply makes less money per developer than big tech does.

In order for that to change, the market has to increase in size by appealing to a more casual audience, or existing gamers have to pay more. Not something I think most gamers would like. And these are the people who the workforce of game developers form from.

fny1 day ago
You have the causality inverted. People want big tech on their resume because it makes them look qualified. People with top qualifications work at big tech because of pay. If low quality engineers worked in big tech, it wouldn't be a coveted qualification.
cloverich1 day ago
begs the question why there is a good supply of eng on low margin business though, given the skills transfer cleanly to higher margin businesses.
slg1 day ago
All else being equal, the cooler a job is, the less it will pay. It's why unions have been so successful in other "cool jobs" like professional athlete and working on movies and TV. There are some people who would do those jobs for free which completely destroys the market power of most individuals requiring collective action to prevent exploitation.
charcircuit1 day ago
Working for the amount of money one agrees to is not exploitation.
Agentlienabout 12 hours ago
This is why, after spending my whole youth learning programming to become a game developer I had a crisis of faith and spent a few years working on something else (surgical training simulations) after graduating. I had done summer jobs at a game studio and all I saw was the leadership treating people like shit, paying almost nothing, and then laughing about how easy it was to got away with - they even did so towards me in one breath then offered me a full time contract in the next.

However, I joined EA in 2015 and have been in game development since. They offered really good pay and now at my current job I even get great pay and no overtime.

petterroea1 day ago
I think this is part of it. I have heard some people turn to prostitution to afford working for the mickey mouse company in Tokyo. Second hand accounts. People go to insane lengths just to work at their dream place.
Sharlinabout 22 hours ago
That’s exactly what supply and demand is. They didn’t let you work for them because they had a huge pool of candidates to pick from. It doesn’t matter what the cause of the s/d imbalance is.
spike021about 24 hours ago
as a student back in 2012, the CS program i was in was mostly people who wanted to make games. that's just one person's POV but most people i knew at the time weren't really into anything else in software.
paulddraper1 day ago
This is the answer to all price questions, including this one.

There are a large number of people that are passionate about games. Moreso than say, ERP software.

And this holds true relative to demand (gaming is ~$300B/year globally).

---

Additionally, most software engineering is not FAANG. That is the upper end of it.

bwestergard1 day ago
I am a unionized software developer in media, not games. I helped the game workers at Blizzard unionize and they all spoke of the "passion tax". One reason the "passion tax" is possible for employers is that there seems to be a degree of labor monopsony for the kind of development done by AAA game studios. In this respect it's quite a bit like Hollywood film production in its heyday.
savanaly1 day ago
>One reason the "passion tax" is possible for employers is that there seems to be a degree of labor monopsony for the kind of development done by AAA game studios.

How is the existence of a monopsony necessary or even related to a passion tax existing? Suppose the market were a fully free market with tons of software companies on one side and tons of developers on the other. It would fly in the face of reason, and fairness in my eyes, if all developers were paid the same but some got to work on fun stuff like games and others worked on the scheduling software for the scheduling software for the warehouse robot repairs. So a passion tax seems like something that should exist and not really be decried.

avidiax1 day ago
> So a passion tax seems like something that should exist and not really be decried.

To put it the other way, work that is distasteful in some way, should also pay more, but this is missing the point.

I think the point of the unionization is that the monopsony of a small number of AAA game studios gives them excessive market power to reduce compensation and especially to reduce working conditions.

A union can acquiesce to the passion tax and say that top developers at a AAA should make $150k/year (a bit low), while simultaneously saying that that developer should be able to see their children on nights and weekends. The project management that leads to "perma-crunch" is something that ought to be resolved on the employer's side, not by the employees.

bko1 day ago
Suppose you double their pay, make them more in line with other tech workers. How should you allocate these highly coveted game dev jobs? The supply of jobs won't magically increase (it would likely decrease with higher wages), and the number of people interested in working there would grow as well. Do you just have a lottery?

Now rather than being a relatively underpaid worker in an industry you're passionate about, you don't have the opportunity to work there.

bwestergard1 day ago
Your hypothetical is interesting, but it doesn't accord with the reasons these workers organized. They did not conceive of the issue as primarily about multiplying all worker compensation by some large factor (e.g. 2x). While they were certainly fighting for higher pay, it was as much about the arbitrariness of career paths as anything. Sexual harassment, crunch time, and layoff cycles were all problems they sought to address.

https://en.wikipedia.org/wiki/Activision_Blizzard_worker_org...

Regarding your hypothetical, two points. First, Hollywood unions did essentially go down the path you imagine. The solution there was to create a less arbitrary system that allowed actors to work their way into the union and get a degree of income stability and protection from (previously horrendous) employer abuse.

"The supply of jobs won't magically increase (it would likely decrease with higher wages)"

You should look into the economics of these game studios a bit more. The unit economics are not like those of producing bricks which an essentially linear (capital, labor) -> bricks production function. The distributive effects between the employers, workers, and consumers would be very difficult to model. You can't really figure out the marginal contribution of the factors of production. To use a Hollywood analogy: Do we know how much less one of George Clooney's films would net if a different actor were cast instead of him? If we can't be sure, can we know what his marginal contribution was?

EliRivers1 day ago
How should you allocate these highly coveted game dev jobs?

Would the company not conduct interviews and pick out whoever seems like the best candidates?

tredre31 day ago
We have the same problem in the rest of tech, though? Being unable to get into a AAA studio is as unfair as being unable to get into FAANG.

This just brings game development in line with other code monkeys. Top studios will pay top dollars, Indie studios will pay what they can, often almost nothing.

And I see nothing wrong with that, do you?

smsm421 day ago
I was under impression there were quite a number of independent game studios, is that no longer a case? What is the cause of a monopsony here - the barrier to entry, at least for making a game, doesn't seem too high. Marketing one successfully is probably harder, but that is a common problem not unique to gaming.
Sevii1 day ago
There are more indie games than ever before. The issue is AAA games have become billion dollar projects. They are funded and structured far more like AAA movies than other software. Making games is easy. Getting the money together to spend $500 million on development and $500 million on marketing isn't easy.
ygouzerh1 day ago
Thanks, you taught me a new concept, monopsony today, I didn't knew it got a name!
darknavi1 day ago
> monopsony

I had to look it up as well. I assumed it was a play on words about Microsoft, Nintendo, and Sony (the three big video game console players).

kubrickslair1 day ago
Why do you think passion tax is not applicable in AI research? As that too is a very passion heavy industry at least recently.
antiframe1 day ago
How do we know it's not? Those positions might have paid higher were it not for employees passions.
Aurornis1 day ago
I've done some coaching work with college-age computer science majors. The answer is pretty obvious when you talk to enough of them: Most of them got into computers via video games. Many of them had phases where they worked on video game related code, like modding or trying to make their own games.

Not many people get into computers because they dream about staring at a console to figure out why the kubernetes cluster is misbehaving again (though some do).

Like another commenter said, it's the "passion tax": The more interesting a job, the more people seek it. The more people competing for a job, the lower the pay.

diath1 day ago
It has not lagged behind depending on how you look at it, video game development can be split into engine programming and gameplay programming. For engine programming, you only need a handful of senior engineers specializing in low level details of a video game engine, and these will get paid high appropriate wages that match industry standard salaries. For the gameplay programmers, they just seek the cheapest labor that can do "quantity over quality" type of work to pump out content and there's a large pool of juniors/interns that will accept these low wages just because they want to be a part of something popular.
coffeebeqnabout 12 hours ago
That’s not really true at studios - maybe at Unreal and Unity they get paid normal wages. I know some people working on the in house engine and rendering of AAA studios and they make like 60% of what I make in general big-ish tech backend
bananaboyabout 21 hours ago
It’s more nuanced than that. Programmers generally will be paid decently. Gameplay programmers aren’t really the bottom of the pecking order. That dubious honour usually falls to UI engineers. Other folks involved in development who often don’t get paid well and are usually involved in unions are QA, junior programmers, and junior artists. There are a lot more roles than just engine and gameplay programmer.
dijitabout 6 hours ago
Artists in my experience earn a lot less than programmers in gamdev; unless you're a technical artist... which is another type of programming.
throwatdem12311about 23 hours ago
Or, just buy Unreal Engine so you can focus on being able to just plug in interchangeable cogs for gameplay programmers. You don’t have to pay them much because you can teach a child how to use Blueprints. Then yes, just crank out slop content for the lowest common denominator and charge $80 for the AAA experience and call it day while laughing all the way to the bank. Churn out battle passes and $30 cosmetic skins for pennies on the dollar and gamers will justify it with “it’s just cosmetic you don’t have to buy it” - while these corporations have behavioural psychologists on staff figuring out the most effective way to exploit FOMO to get you addicted and needing to spend more money on useless shit you don’t need.

Suckers.

Is it any wonder the quality bar for modern AAA games is under the floor? How many $400 million dollar flops do we need before these people take a hint?

I would bet money that the story for GTA6 is gonna be horrendous, based on what we’ve seen so far, but this game will make a trillion dollars or whatever because “it’s GTA6”. Bbuut they modelled individual bubbles in the pint of beer with real physics! Does the game even need to be fun anymore? Does it need to innovate or push the medium forward in any way? Or is it just a way to juice up another GTA online putting out mid content with horrible writing just to keep buying up shark cards for another decade, because people will buy it no matter what. Game journalists would never dare give the game a bad review, because they can’t risk losing access to Take Two published games. So what are we left with? A game with completely unjustified amounts of hype and “brand loyalty” that can absolutely get away with phoneing it in and make record breaking amounts of profit. But if you criticize it in any way, you’re just a hater or you’re not “media literate” or something.

rowanG0771 day ago
But don't bad gameplay programmers implement gameplay badly? If that is truly the state of the industry that explains all the modern games with extremely mushy controls.
IshKebab1 day ago
I assume by gameplay he means stuff like in game scripting - when you walk here it triggers this. Mushy controls would be down to the engine developers.
charcircuit1 day ago
Customers don't care about the code. They just care that the gameplay is fun.
well_ackshually1 day ago
Nope. Rendering, tooling, audio, core engine... None of these pay particularly well. More than just gameplay programmer, sure, but because many engines have moved to a visual node style of programming, it's also less and less programming in the gameplay department.

>there's a large pool of juniors/interns that will accept these low wages just because they want to be a part of something popular.

That's an unbelievably bad _and_ disrespectful take. They accept these low wages because it's their only way in the industry, and because the industry has made sure to keep a steady supply of fresh meat to burn out. "because they want to be a part of something popular" doesn't work when the vast majority work on unknown games in content factories for the first ten years of their careers.

tpmoney1 day ago
> That's an unbelievably bad _and_ disrespectful take. They accept these low wages because it's their only way in the industry, and because the industry has made sure to keep a steady supply of fresh meat to burn out

Is it really “disrespectful” to make an observation of how the world is even if it maybe isn’t how it should be? That fact of the matter is no one “needs” to accept these wages. Software development in general and game development in particular are labor fields of choice. Being a software developer can pay you better in so many different parts of the field, even today long after the dot com boom. People are choosing to accept these bad offers because they value working in this part of the industry more than they value the higher wages they can get elsewhere. Just like plenty of us choose not to make FAANG levels of money because we value our work life balance, or our specific living locations or our principles and beliefs over the money that those companies are throwing at people.

We can talk about how these bad offers are knowingly abusive or artificially suppressed and still acknowledge that people are making informed choices to accept those offers.

elefanten1 day ago
I think by “something popular” gp meant an industry that people are excited to be in — which dovetails with your implication about accepting low pay for a way in the industry
ux266478about 24 hours ago
> but because many engines have moved to a visual node style of programming, it's also less and less programming in the gameplay department.

He's talking about the people who make those tools, and he's right. Engine developers are paid pretty well, especially at Epic and Unity. You don't think Tim Sweeney snagged SPJ because he's really into Fortnite, do you?

flohofwoe1 day ago
Modern AAA video game development has much more in common with a traditional factory assembly line than a typical tech startup (for better or worse) - or maybe movie production is an even better comparison (especially now where most of the production seems to happen 'in post').

Also VC doesn't seem to be all that interested in investing into game dev companies, I guess because it's such an extreme hit-and-miss business (e.g. even when a game-dev company lands a massive hit, the next attempt may be a massive flop and sink the whole company).

> Ostensibly they are doing remarkable similar engineering problem solving

The engineering problems have been mostly outsourced to Unity and Epic Games (e.g. Unreal Engine)

LPisGood1 day ago
That’s only true in some instances. Do most AAA titles like Call of Duty, GTA, etc use Unity or Unreal?
pawelduda1 day ago
There are many studios with their own engines that rival or exceed UE5 - which seems overhyped, because at this point they caught up with graphics fidelity without terrible performance that dread a lot of UE5 titles.

Recent notable example is Crimson Desert, they spent years building their own engine for this game and IMO they raised the bar when it comes to creating a huge realistic world.

Others that come to my mind are Decima and RE Engine.

flohofwoe1 day ago
In the last few years the pendulum has been swinging back from inhouse engine to Unreal Engine. There are a couple of holdouts, but my guess is that the majority of AAA games currently released are back on UE - at least it feels that way ;)

And Unity always ruled supreme for AA and mobile games.

asdff1 day ago
Microsoft moved Halo to Unreal Engine. Call of duty engine is based off ID tech 3.
DrBenCarson1 day ago
Most massive studios have their own which they use across a bunch of titles
UK-Al051 day ago
Game VC is called being a publisher.
HugoTea1 day ago
I think a never-ending pool of young, fresh, and naïve graduates happy to sell their soul to make video games has been a strong contributor for low wages for a while. Any time someone gets too senior, just replace them with another graduate. Naturally, the product quality and timescale suffers too.
doublerabbit1 day ago
Yep, 0-day contracts. Don't like it? Move on and we'll hire another set of university grads.

That's how most studios work.

ZivenChangabout 17 hours ago
Can AI replace game developers now?
tyleo1 day ago
I'm actually in the industry. I don't think it's as much about supply and demand as it is about expected value of the product.

Most games are expensive to make and most of them fail. Way more than normal software which doesn't have ultra-high marketing costs or diverse staffing needs (Art, QA, game design, etc).

maldev1 day ago
It's so bad man. I'm pretty specialized in Windows antivirus/malware dev. Big AAA company leading their anticheats? ~200 and that's PUSHING the band. Generic midsize company doing half the work, 300+, at the big names? 700 TC. Remote, game companies want in person 5 days a week, half the pay, and don't have proper interview timelines. And this is for a really niche skillset, my friend with 7 years experience at 2k is making 120k as a C dev. Now part of it, is they don't believe they can literally just double their salary AND do a fourth of the work by getting out of that horrible industry.
asdff1 day ago
Seems like game studios are distributed too where you just don't benefit in any way shape or form of economies of scale and agglomeration for the worker. Activition in Santa monica lays you off, where do you go now? Raytheon probably doesn't want you given how many actual aerospace people they can pick from and they all know the secret fire of software engineering too. Google in Playa vista would probably want more pure CS experience not someone pigeonholed into gamedev. Got to pack up your life and go somewhere else in all likelihood.
moooo991 day ago
Because pay is not directly correlated to technical finesse. It is primarily dictated by how much money a company can expect to make.

And Advertising (FAANG) is insanely profitable, while doing software in other difficult fields (firmware in automotive or embedded, etc) may be technically challenging, but the margin is is only like 6-10% max

LPisGood1 day ago
Only 2 of the letters in FAANG are primarily advertising companies.
psvv1 day ago
They're all pretty high margin though.

I think flipping the question like this gets at the heart of the true answer.

The question is not why video game pay has lagged, but why tech pay has jumped ahead.

ihaveajob1 day ago
In my time I heard some people called this the "Tower Records effect". If the workplace is cool enough (record store, video game company, rock band), enough kids will want to work there that the employer can pay peanuts and won't run out of applicants.
abcd_f1 day ago
Way outdated info, but back in mid '00s when I was interviewing with EA, the recruiter guy who happened to like me said - "be careful when entering gamedev domain, because it's very hard to exit it once in."

Not in a sense that it's so good so you don't want to leave, but that other companies are leery of hiring people with the gamedev experience.

Make what you will out of that remark.

Scaledabout 24 hours ago
Not true. Regularly had FAANG want to double/triple my salary to leave games.
rayiner1 day ago
Supply and demand. There's a high supply of people who want to work in video game development, which drives down the price of labor. It's the same reason why nearly all actors work for a pittance.
somedude895about 14 hours ago
Most industries or companies that have a brand or make something people are passionate about, get away with paying lower salaries since they'll attract workers who want to work specifically at that company or in that industry. Companies that do boring things have to compete harder for workers.
para_parolu1 day ago
I work in tech. I would be happy to work on gta 6 for 30% of my current income.
stevekemp1 day ago
In addition to low salary, and crunchtime, the other big downside in the gaming industry is frequently layoffs, and studioes going bust.

You can't ride on a single game for long, and if the next one goes badly half the company will get fired. Not true of the bigger studios, but of course not everybody works in those.

I have friends who work in gaming, and it's a regular thing for studios to form with a great game, go bust a year or three later, and then a new studio get formed with largely similar staff.

Developers move between the same companies around and around again. The lack of stability is a real problem, especially with increasing use of "AI".

asdff1 day ago
Shit can hit the fan with bigger studios when Microsoft or Sony acquire them.
SuddsMcDuff1 day ago
Seconday question, for how long do you think you would be happy with that arrangement?
DrBenCarson1 day ago
Video game development is largely grunt work outside of the engine
maccard1 day ago
As opposed to making a crud app for a SAAS?
jhatemyjob1 day ago
At least for a crud app you have a real customer, need to coordinate between the server/client, etc. A game scripter is just making pretty pixels that will show up on a 14 year old's computer monitor for a split second.
jhatemyjob1 day ago
This, and also, if you just take a step back and think of the bigger picture, the work isn't valuable. There's a lot more value in pushing ads, a CRM, an email app, etc than keeping a 14 year old kid entertained.

I don't really buy the supply/demand argument everyone else is saying here. The end product just doesn't provide value to people's lives. The amount of effort you'd need to put in to provide value to someone's life through a video game is way higher than the effort you'd need to put into a productivity tool.

In fact, more often than not, video games provide negative value to people's lives. They're usually a waste of time at best. And at worst, addictive and carpal tunnel inducing.

oreallyabout 14 hours ago
> The end product just doesn't provide value to people's lives.

You're waaay too tuned in to the corporate ideology to be saying something like this. I suggest you zoom out. The top heavy games do make a ton of money, so evidently there's value in entertaining people and giving them some good playtime compared to the drudge that is corporate life (PS. in case you didn't know not all people love to work for some other guy's mission/vision).

abnercoimbre1 day ago
This is a crazy worldview to hold when looking at the annual revenue of just a single IP like Pokemon? Video games surpassed Hollywood years ago! If we want to measure value differently, I already treat certain games with the same reverence as literary classics, and I'm pretty sure I'm not alone.
simonjgreen1 day ago
You could invert this question and it would be equally valid.

The question is why the gulf, rather than why the lag. Why is big tech pay so high?

When you compare it to other trades and industries video game dev pay is much more “normal”

psvv1 day ago
Flipping the question like this was my instinct as well. I think the passion tax and supply and demand are definitely factors, but the real reason for the gap is that big tech has gotten increasingly exploitative and monopolistic, leading to larger margins and higher competition for talent.
Nifty3929about 20 hours ago
Basically - building video games is (or seems from the outside) fun and cool, and so there are lots of people who want to do it. In effect, people are willing to be paid in fun, rather than in money. Also, games just generate a lot less revenue overall than boring, run-of-the-mill, dime-a-dozen SaaS apps. By a wide mile. When you look at these SaaS companies they're generating maybe $1M/yr in revenue per employee (not just developer). Some blockbuster games can achieve that, but not many.

So basically, high supply of labor and relatively lower demand for it in games than in boring business/SaaS software.

deauxabout 20 hours ago
99.99% of SaaS could only dream of the revenue of GTA5, and this post is about GTA6. It generates more revenue than famous SaaS unicorns like Notion and Figma.
neilv1 day ago
I think the usual theory is: So many of us got into computers because we loved playing video games, and wanted to make them, and then loved making games. So the game companies that will pay you money to make games (even if there's a lot of non-fun to it) don't have to pay as much as, say, a surveillance capitalism company of sharp-elbowed careerists.

IIUC, the majority of FAANG is people who are there, first and foremost, for the paycheck. (And then maybe they get interested in the work, especially if it seems like progress towards a promotion for more money, or because it gave them skills or resume keywords that they can then use to get more money elsewhere. It's the money/career that's interesting first -- craft and product are only a consequence of wanting the money.)

jrmeyer21 day ago
Supply and demand would suggest that there's more supply of those willing to be paid less to work in entertainment 'on games' to meet the demand. Would be cool to see actual economics on it though.
whatever11 day ago
Big video game industry never had to compete with META for top talent.

Tangible example: Walmart labs had to quadruple the salaries once it realized they could not attract any scientists or top tier engineers.

bananabiscuit1 day ago
Passion tax.
SuddsMcDuff1 day ago
Individuals making choices.
throwawaysoxjjeabout 21 hours ago
And companies using the many individuals to magnify their leverage.
smsm421 day ago
Maybe the skill set in game dev is less portable to other domains? I'm on backend side, and I interviewed a lot of people over my career, with all variety of backgrounds, and I can hardly recall anybody coming from the gaming industry for some reason. It seems to be somehow separate from other tech fields, not sure why. If that's true, then the cause is that the market is smaller, so the gaming studios have more power.
whywhywhywhy1 day ago
“Working on GTA 6” is a dream job for many millions of young people and there is only one rockstar north, if you quit the line of people willing to replace you for minimum wage would be thousands long, the number willing to do it for free would be hundreds long.

“Writing react components” “deploying a database” “debugging the Android build” are not dream jobs and you can do it at hundreds of companies

jayd16about 21 hours ago
Supply of folks who want to work on a game is higher so wages suffer. Pay is not influenced by talent or merit alone.

That and they used to be able to waive a mythical shipping bonus but if it was ever true, I don't think its really something to count on these days.

ninth_antabout 23 hours ago
Everyone says supply and demand and then explains labour supply. Which is an important piece.

But the labour demand half is important too. Bigtech makes so much money (or is so well financed) that competing on top talent is more feasible when compared to the boom/bust nature of the games industry.

neya1 day ago
Historically it has always been a bottom tier paying industry. Same like animation and VFX. On top of this, now you have AI and almost anyone can create some impressive games using stuff like Claude code. So, I foresee it will only get worse from here.
fidotron1 day ago
Supply/demand.

For example, GPU shader programming is something people will practically fight over doing because it's so non obviously utterly addictive.

I would say dev roles in tech in general that lack an operational component also lag in pay, and much of gamedev is pure dev in a sense the wider tech industry has since largely forgotten exists.

On the art side it's even more extreme.

smartties1 day ago
GPU programming has to be one of the highest paying jobs in the game industry, and it can transition quite easily into other industries as well. Mostly because it’s not an entry-level position. On top of being a solid C++ developer, you need to understand the entire hardware stack and be able to optimize shaders at the instruction level while juggling things like occupancy, memory coalescing, and other low level performance concerns.
fidotron1 day ago
My experience of it, which is quite substantial both as dev and overseeing whole teams at it, is people do not pay for GPU programming, they do pay for integrating it into their framework, optimizing what the artists did already, and developing profiling tools, but the only part of that remotely competitive with ops related roles is "We didn't think we needed developers so our art team made an inefficient mess in Unreal and we're desperate to release the game on time and are throwing money around to make sure it actually runs on remotely normal hardware", after which they will sit around complaining about how expensive it was and the amount of damage that was done to their artistic vision in the process.
manas961 day ago
I agree, low-level highly specialized technology roles within game companies do pay well.
wnevetsabout 24 hours ago
> Can anyone comment on why "big video game" dev pay has lagged "big tech" pay so badly?

I believe its game developers are more easily exploited is because typically they really want to work in the game industry.

Thaxll1 day ago
Major studio pay the same as in tech for the base salary, the big difference is in bonus/stock.
claysmithrabout 19 hours ago
I imagine it is because people who aspire to work in gaming will also aspire to lower pay for the prestige, even if in reality the work is equally boring.
jmyeet1 day ago
It's really the same in any creative industry. Employers exploit you through this combination of factors:

1. You love the area and are willing to take a cut to work in that area, particularly when the alternative is working on CRMs for a PBM;

2. Demand for these jobs still exceeds supply; and

3. The very top of this pyramid makes a shitload of money. If you get to like a Lead Engineer type position, you might be making points on unit sales. And for a big hit that can be big money; and

4. Historically, indie development wasn't a viable route to making a living but it suffers from the same distortions too. For every Notch or ConcernedApe, there are thousands of pepole who below the poverty line. Look at something as widely regarded (but niche) like Dwarf Fortress. They made bank (and deserved it) from the Steam release but they spent 10+ years making a couple of thousand of dollars a month between the two of them.

Just look at the music industry. There are artists and bands who are trying to make it, training for years and making $50 to play some local venue and they're just hoping to get noticed. In years gone by that was a record contract. Nowadays, there are alternate routes. Justin Bieber was a Youtube breakout.

Fun fact: the first artist to have a #1 single without a record contract was Lisa Loeb for Stay in the early 1990s because it was picked up for the sound track (those used to be a big deal) for Reality Bites.

sjtgraham1 day ago
How can pay ostensibly be lagging behind big tech at Rockstar, yet GTA 6 allegedly has a budget of $3B? Granted not all of it will be allocated to development cost, but still.
geriatricguy1 day ago
My guess would be that game prices haven't dramatically changed in 20-30 years and development costs have skyrocketed. Easiest way to save money is on payroll.
jampekka1 day ago
Game sales have skyrocketed though. Inflation corrected revenue has increased something like 5x in the past 30 years.

https://www.visualcapitalist.com/video-game-industry-revenue...

lraeabout 5 hours ago
Where are you seeing a 5x there? I see a 2x over the last 30 years for PC & Console - which are the expensive platforms to develop for. (If you're AA(A).)
asdff1 day ago
This forgets about microtransactions.
Sevii1 day ago
Employee pay depends on the margins of the industry. High margin industries can afford to pay high wages. Game publishers have nowhere near the margins of Google.
tripleee1 day ago
People are willing to work for less because they enjoy the work more. Also wouldn't be surprised if the gaming industry trends younger, so less experience negotiating.
swatcoder1 day ago
There are more silos in the software engineering industry than you might expect as a "Big Tech" kind of engineer (assuming that's where you're speaking from). Gaming, embedded, audio, aviation, defense, automotive, medtech and pharmacy, deep enterprise, finance, etc.

Those silos maintain different processes and workflows, different company cultures, different skill specializations, etc and jumping around between them in mid-career or senior can be very challenging. So they tend to have their own org chart shapes and salary/benefit norms.

When a Big Tech company moves into or absorbs one of those silos, or emerges from one of those silos, it can shake up what the people within them get paid (and thereby have big knock-on effects for legacy employers), but otherwise it's just it's own little bubble in a lot of ways. People can share stories and ideas across the siloes in venues like HN, but many of the "what are you even talking about" reactions that happen on here often occur when people from these different silos stumble into what are sometimes deep differences in what they do and what their work experience is like.

saadn921 day ago
my guess is: the ENGINEERING problems they solve are harder, but they're still just video games at the end of the day, compared to something that solves an actual business need.
Jare1 day ago
The business need of the games industry is making money selling games and content and ads, just like the business need of Netflix or Spotify is making money via ads and subscriptions for music or movies or etc.

It's a consumer business much like any other. Just like most startups and major companies, they are not necessary for the world in the way utilities for example are.

The problem of videogames compared to startups and SV tech is that the long-term money potential is very limited at best, and rapidly becomes very brittle. Most startups pay bigger salaries for much easier work, because they burn the money investors are betting hoping the company will crack a new long-term market, not because they make money themselves. There's very little games market to crack, very little chance to turn your product into a long-lived platform to built on top of, meanwhile the upfront investment is huge.

oreallyabout 14 hours ago
This is correct. Market economics doesn't care how hard/deep you worked on something, just how much value it can get for cheap.
RicoElectrico1 day ago
It is a tax on dreams.
MagicMoonlight1 day ago
Because building video games isn’t really work, it’s just fun. I’d do it for half of whatever these guys are being paid.
majorchord1 day ago
Because they put up with it.
basisword1 day ago
Has it? A lot of 'big tech pay' is based on US salaries which are astronomical compared with all of Western Europe. And big game companies are lot more spread out globally. For example, in this case they're in the UK so how do their salaries compare with UK dev salaries?
connicpu1 day ago
Even in the US, game developer positions tend to pay much lower than the same skills can get you at a "big tech" company.
zipy1241 day ago
They pay slightly above market rate compared to standard software in the UK, but below London/FAANG wages.
whywhywhywhy1 day ago
I mean it’s not just tech ALL salaries in the US make Europe look a joke.
justinhjabout 17 hours ago
A lot of game development is not technically sophisticated, especially when the engine is bought or developed already. The other factors are the hit driven nature of the business, meaning you can spend years building a game that flops, and the fact that many people want to make games which drives down salaries. In my opinion game developers should work like movie staff; mid level wages but the ability to earn residuals from all their games. It means a secure life if you have enough hits.
bdcravens1 day ago
Sexy rarely pays.
forrestthewoodsabout 22 hours ago
Because “big video game” revenue did continue to grow exponentially.

Big Tech has infinite money from ads to spend on whatever. Video games do not.

victorbjorklund1 day ago
More people dream about building the next game than building another CRM system.
dyauspitr1 day ago
Too many people are willing to do it for low pay and long hours because of their passion for it. Also most games are not guaranteed clients and thus profits like with large corporate software.
jackmott421 day ago
supply and demand as always
gambiting1 day ago
So I can comment on this as someone who has worked in video games for 15 years now, for 3 of the biggest publishers.

To start with, I've been at Ubisoft for 10 years - and the pay was famously abysmal. Like you could go and work at a supermarket and earn more, without joking. And every time I tried to argue about it the counter argument was

1) we pay low but you get to work on cool stuff

2) there is an infinite number of people interested in working here

3) if you don't like it, then leave

And you know what....as much as I absolutely hate to admit it, there was a nugget of truth to that. I was paid like shit, but I got to work on games which sold 30-40 million copies and were enjoyed by a lot of people. Nothing makes me happier than meeting people saying they played one of the games I worked on and they loved or they have fond memories of it. I don't think that justifies the poor pay, but all of my friends in IT were paid a lot more but worked on some software they hated and no one remembers it. I mean there are exceptions to this, but in general, I really enjoyed my time at Ubisoft, the problems were interesting and everyone who worked there really wanted to be there. Incredibly skilled and passionate people.

BUT I've since moved to one of the other largest publishers in video games and basically had the same position but doubled my salary. Then couple years later I moved to another big publisher and I got a crazy pay bump, basically in line with what people I know at "big tech" are being paid. And I took a step down from a tech lead to senior engineer to be here.

So I think some parts of the industry are definitely paying top money for people to work for them. When I was looking for jobs I had several offers from big companies in video games at similar pay too, so they weren't alone in this.

I think the industry has just changed from what it used to be. At least afaik programmers are being paid much better than they used to be. But that's just my personal experience.

ernesto905about 23 hours ago
> An end to crunch

I was unaware of the crunch concept:

"In the video game industry, crunch (or crunch culture) is compulsory overtime during the development of a game. Crunch is common in the industry and can lead to work weeks of 65–80 hours for extended periods of time, often uncompensated beyond the normal working hours" -- wikipedia

Needless to say this seems extremely predatory.

ZenoArrowabout 22 hours ago
It's been an issue in the game industry for decades, and yes, crunch is predatory. It's exploiting the passion people have for making games to make them commit to burnout-inducing working conditions. Some game companies have taken steps to improve their working culture, but based on what I've read I get the impression it's still a big problem.
usefulcatabout 13 hours ago
At the last game company I worked for (decades ago now) the pay was at best average, and crunch time lasted for at least several months each year, every year (title had an annual release schedule). AFAICT this was both expected and considered normal by my coworkers.

And that’s why it was the last game company I ever worked for.

wahnfriedenabout 19 hours ago
Crunch is good for maximizing shareholder value though. Which is the job of the developers. If they don’t like it they can simply not accept the contract and perish.
kbensonabout 15 hours ago
Definitely flying too close to Poe's law for some.
j1eloabout 20 hours ago
It's surprising how Wild West it gets out there. In the EU that would strictly fall into unlawful working conditions; I kid you not, in Spain the law doesn't allow to work overtime for more than 80 total hours per year.
Flere-Imsahoabout 14 hours ago
I worked in the games industry from 2000 to 2010 in the UK... We very much did crunch.
Arbortheusabout 13 hours ago
I remember it was very common when the UK was in the EU to have employers get you to opt-out from the European Time Directive.
maccardabout 19 hours ago
And if you believe that nobody in Spain breaks that law I have a bridge to sell you.
j1eloabout 10 hours ago
I just didn't want to get into that angle in my comment. Of course there is widespread abuse. But precisely, having this practice explicitly ruled out makes a huge difference and allows calling it "abuse" instead of "just another Tuesday", which is the stepping stone on being able to defend against it.
apeescapeabout 11 hours ago
I'm just a regular web dev outside the gaming industry, but crunch is a concept that's occasionally present in any project work; I'm sure many HN readers are familiar with it from their own work too.

When you have a deadline to meet, sometimes you need to go into crunch mode to get things done. Of course the crunch mode should last no more than a week or maybe two, otherwise you risk burning out. After crunch mode there should be a slow period where you take some time off or work on something not urgent at all.

merlindruabout 11 hours ago
yes but the compensation part is the problem

An 80h week should not be compensated the same as two 40h weeks

estetlinusabout 8 hours ago
Actually, one hour of overtime should cost twice as much, if not more. When I worked on movie sets, hour 1-8 was ordinary pay. Hour 8-12 was 1/5 of the daily pay an hour, hour 12-15 1/3 of daily pay an hour and so on. This forced production companies to front load effort on planning.
bigmadshoeabout 5 hours ago
In the case of crunch in the video game industry, an 80 hour week is compensated the same as one 40 hour week
jimnotgymabout 12 hours ago
I'm interested in this when people talk about low pay.

In the UK if you are low waged, paid for 40 hours, asked to work another 40 hours for free... your pay test for minimum wage compliance is total pay divided by total hours worked. If this puts you under minimum wage, then the company is paying you illegally

Agentlienabout 12 hours ago
When I worked for EA (2015-2019) it was better than some horror stories I've heard, but still way too much overtime and many weekends spent at the office. The worst part that it was unpaid in exchange for an extra vacation week and then they had the gall to ask us to please not take our vacation because "don't you care about the game?".

Since then I've worked at Thunderful and now 505 Games. I haven't done overtime since I quit EA and I've been very efficient because I'm not too tired and I get peace of mind working from home.

saltyoldmanabout 22 hours ago
who is in hn these days, remember like 10/15 years ago everyone was just willingly working 65+ hours. now it's "extremely predatory".
ZenoArrowabout 22 hours ago
It is extremely predatory. Perhaps if you're a company founder you can try to glamourise this level of personal sacrifice, but for standard employees it's clearly an unhealthy level of work, and would have been seen so by most normal people 10/15 years ago too. Also, nobody is going to do their best work when they're having to work so many hours, it's highly likely you're not getting a lot of good work done if you push yourself that hard.
bouncing_boleteabout 21 hours ago
Imo it's fine to glorify the 65+ hour grind a founder takes on. The issue is trying to apply that logic to normal employees. The calculation of time v payoff is worlds different
saghmabout 17 hours ago
"Willingly" is basically just peer/manager pressure. "Everyone else is doing it, why aren't you?" "Do you want to be the reason we fail to meet our deadline?" My experience in tech outside of video games is that although there's an offer letter with terms and a bunch of stuff like signing invention agreements and non-compete clauses, it's also pretty much always "at-will" on both sides without any sort of contract. The actual job is basically just "do what we ask", with the conditions that each side is wiling to ask for or tolerate being a game of chicken (that tends to favor the employer, since most employees can't survive without a paycheck/health insurance, but an individual employee is likely expendable for the company as a whole).
steve_adams_86about 16 hours ago
I got nothing out of working like that 10/15 years ago but my employers certainly did.

I may have thought it was cool and in line with my passion and desire to learn and ship cool things, but I was plainly taken advantage of. I’m willing to admit I was naive.

eqvinoxabout 4 hours ago
> remember like 10/15 years ago everyone was just willingly working 65+ hours

> saltyoldman

I wonder how you've gotten so salty... those working hours wouldn't be a factor, would they?

sunaurusabout 21 hours ago
Glorifying this type of abuse needs to be called out.

Every human gets only ~16 waking hours a day to live their lives, it is absolutely immoral to sign a contract to pay somebody for literally half of this time, and then pressuring them into giving up even more of their life on top of that. Especially when using threats of revoking the original contract if they don’t comply, and/or not offering any additional compensation.

barbazooabout 7 hours ago
Smoking cigarettes, heart attacks, not knowing your children, those were the days /s
__natty__1 day ago
> Together, we are organising around the things we want to change. Starting with: Pay transparency Flexible working An end to crunch

That’s a lot of demands, what next? Competitive salary?! /sarcasm

I hope more people will start fighting together for better work conditions. Company owners have money and lawyers so workers must unite to fight them back. I’m saying this as employer.

jayceedentonabout 24 hours ago
How do you end crunch? Teams always work at a more relaxed pace when the deadlines are years out. You can't beat Parkinson's law no matter how generous you are with the estimates.

We've all tried methodologies to counter this problem and create a continuous, sustainable pace. Unfortunately there's something deep in human nature that prevents us spreading that effort out evenly from day one.

Insanityabout 24 hours ago
The games industry is notorious for this, yet far from the only industry working against deadlines. Deadlines are a good way to timebox work, but they need to be set in a realistic way rather than an optimized happy-path.

I do understand there are certain periods where games _should_ release to make more sales, and for most games that's probably true. But this is GTA VI, they can miss the launch window by a month and it'd probably hardly impact their sales.

socalgal2about 22 hours ago
GTA6 in isolation is not the issue. Coordination with the entire rest of the ecosystem is. Ads are bought and paid for 6 month before launch for certain time slots. Store shelf space is reserved. Miss the deadlines and those downstream companies suffer. Their promotion time slots / space, is unbooked and it's too late to fill it with something appropriate. So, the company makes the promise "we'll have ready by November". They make this promise in April. Don't deliver and they don't do business with you next time. Maybe GTV6 is an exception here, that doesn't change the general point.

You could try to argue that companies shouldn't even start that process until the project is finished. Step 1: finish project, Step 2: book ads/shelf space, Step 3: 6 months later, ship it. But sitting on a finished project for 6 months is like not investing your money for 6 months. A lot of money is lost. Money can comes out of salaries

walthamstowabout 23 hours ago
Movies are just as bad, animation and vfx shops get crunched to hell. Fashion houses ahead of fashion week too.
cineticdaffodilabout 22 hours ago
Well, GTA 6 was basicallly thrown away and rewritten, so after the first crunch, ever more crunch to get the 2nd attempt to the finnishing line.
SpaceNoodledabout 23 hours ago
They've missed their launch window by years now.
kelnosabout 11 hours ago
> How do you end crunch?

You (as an employer) accept one of two things: either 1) scope is reduced when you get closer to the deadline and find that you are behind, or 2) deadlines will have to be moved.

It's not like other industries, or even other software companies don't have deadlines and feature sets they want. And some of them do have a form of crunch that I equally rebel against. (I've never worked at a company where we had several months of crunch, though; at most it was a couple weeks.) They end up doing fine, dropping features from the first release, or pushing the release date out if they have to.

These are video games. No one should be ruining their mental health or getting burned out because a corporation decided they need to ship exactly their vision on a particular date.

jayd16about 21 hours ago
Hourly pay rate with OT. That'll clear up the crunch or at least compensate the workers.
Xunjinabout 14 hours ago
The world is not that simple, let's say you do pay overtimes, the salary in this industry is already low, will that be worth it to the employee?
saghmabout 17 hours ago
I've spent the last 5 years or so (out of a career coming up on 11 years at the end of this summer) working on early development for products outside of the video game industry that hadn't yet been at release when I joined the team, and somehow none of them have ever made me crunch. The better question is why companies making video games so overwhelmingly make their devs crunch when it does not seem to happen anywhere close to as often anywhere else in tech even when the release timelines are similar. I'm sure some people might argue that there's something inherent in the economics of video games that forces it, but demands for more fair labor practices have historically always been met with protests that it would be impossible for companies to survive if they were adopted, and yet somehow we managed not to run into total economic collapse by banning child labor, mandating 40-hour workweek, etc. It seems far more likely that management does it because they've been able to get away with it so far, and unionizing is has generally been a pretty effective way for labor to stop letting them get away with unfair labor practices (hence why management is always so aggressively against it).
jacheeabout 23 hours ago
Easy: No one should do unpaid labor. Period. “Crunch time” has traditionally been deployed by games management as a license to free slave labor from game developers.

Failures of management’s planning are imposed as emergencies on the devs.

magguzuabout 15 hours ago
Don't reveal super far away release dates.
retiredabout 21 hours ago
Change videogames so they aren't big-bang releases but make them monthly releases.

Building a piece software for years and then releasing it all in once reminds me of the 1990s. Nowadays we continuously deliver.

Euro Truck Simulator 2 works with that model. Every few months they release a new part of the European map. And every few months they release new truck models.

cyberaxabout 24 hours ago
> How do you end crunch?

Two words: overtime pay.

This makes crunches disappear as if by magic.

Jachabout 22 hours ago
Many game studios have overtime pay and yet still crunch.
nightskiabout 23 hours ago
I'm confused, wouldn't this incentivize crunch? You could make a lot more money that way.
toomuchtodoabout 24 hours ago
Unions are the only legal way for workers to improve their situation around compensation and working conditions. Support for them is at a historical high, especially amongst younger cohorts.

https://news.gallup.com/poll/694472/labor-union-approval-rel...

https://www.pewresearch.org/short-reads/2025/08/27/majoritie...

https://www.epi.org/blog/americans-favor-labor-unions-over-b...

shricabout 22 hours ago
> Unions are the only legal way for workers to improve their situation around compensation and working conditions.

How about going to work somewhere with better compensation and working conditions?

mrkpdlabout 21 hours ago
> How about going to work somewhere with better compensation and working conditions?

Generally the reason there is a company that has better working conditions and compensation to go to is because of their union… so…

saghmabout 17 hours ago
That works when labor is higher enough in demand for that to be possible, and in practice management is most likely to try to get away with lower compensation and poor working conditions.
toomuchtodoabout 22 hours ago
Individual exit is a short-term solution to a systemic problem. Unions raise the floor, and you have no power otherwise. “Be lucky” is not a strategy that scales.

If workers could easily find jobs where employers aren’t maxing extraction at the lowest cost possible, your proposal might be realistic. In this timeline, it is a suboptimal proposal.

> Today, the US Treasury Department released a first-of-its-kind report on labor unions, highlighting the evidence that unions serve to strengthen the middle class and grow the economy at large. Over the last half century, middle-class households have experienced stagnating wages, rising income volatility, and reduced intergenerational mobility, even as the economy as a whole has prospered. Unions can improve the well-being of middle-class workers in ways that directly combat these negative trends. Pro-union policy can make a real difference to middle-class households by raising their incomes, improving their work environments, and boosting their job satisfaction. In doing so, unions can help to make the economy more equitable and robust.

https://home.treasury.gov/news/featured-stories/labor-unions...

https://home.treasury.gov/system/files/136/Labor-Unions-And-...

(“if you want to go fast, go alone; if you want to go far, go together”)

psychoslaveabout 17 hours ago
What about cooperatives?
HugoTea1 day ago
This is great news, unions not only improve working conditions, but also improve the final product by not having underpaid stressed staff with high turn-over. It's a good sign for the future product quality of any company to see workers unionise.
foursideabout 21 hours ago
Damn this comment really made the anti-unionists come out of the woodwork. I’ll admit, I’m a bit skeptical and think it’s not a given that the benefits you listed will come to be.

But I’ve been annoyed at the significant shift in tone that software company executives’ have used when communicating with employees lately. For one, we went from being admittedly pampered compared to most other industries to getting threats of mass layoffs unless we do more and demand less.

I wouldn’t mind the idea of using the possibility of unions to have executives back off, but if people are going to pop off at mere suggestion of unions I don’t think we’d get very far.

matchbok31 day ago
There's no data to prove this assertion, unfortunately.
tossandthrow1 day ago
I trust that you are able to translate yourself

https://www.ae.dk/debatindlaeg/2023-05-staerke-fagforeninger...

matchbok31 day ago
There are countless counter examples that are obvious. Teacher's unions (hard to fire teachers, poor quality). Transit unions (mandating 2 drivers per subway car, crazy benefits, etc). Auto industry fighting EVs.

Sorry, it just doesn't make any sense to make such a broad statement regarding this at all.

lucky_cloud1 day ago
There are plenty of studies backed by plenty of data to support exactly these assertions.
matchbok31 day ago
There are countless counter examples that are obvious. Teacher's unions (hard to fire teachers, poor quality). Transit unions (mandating 2 drivers per subway car, crazy benefits, etc). Auto industry fighting EVs.

Sorry, it just doesn't make any sense to make such a broad statement regarding this at all.

A union's job is to protect the union. Nothing else.

Sevii1 day ago
Exactly, that is why US ports are the most efficient in the world.
dymk1 day ago
Indeed, The US, pinnacle of strong unions
parineum1 day ago
> but also improve the final product by not having underpaid stressed staff with high turn-over.

We'll see. It's not like police unions are making life better for citizens.

Unions are there for one reason, the union members. This will most likely be good for the employees and good on them for acting in their best interest but it seems just as likely that a unionized rockstar is negative for the consumer in either increased pricea, extended timelines or minimum effort to meet exact requirements from employees.

The benefits that workers gain from unionizing come from somewhere.

zarzavat1 day ago
I would happily pay extra money for GTA 6 if it goes to improving working conditions. It's only negative for the consumer if the consumer views life as a zero sum game.
jjice1 day ago
I agree with you, but I think most people don't. People generally hate paying for software and the $60->$70 standard AAA game pricing got a lot of people (my well paid friends included) complaining. Even if it was very clearly said that it is the cost of a well paid and respected team behind the game, I think most people won't care.
mrkpdlabout 21 hours ago
Look at the big picture. Most consumers work somewhere. Better working conditions across the board can only be good for consumers.

Edit: and a note to say that comparing all unions to police unions isn’t a good faith/useful comparison. It’s true that the quality of unions vary, but overall they do far more good than bad.

M2Ys4U1 day ago
>We'll see. It's not like police unions are making life better for citizens.

The police aren't allowed to join a union

keybored1 day ago
Anti-unionists are here to tell us that consumers might possibly suffer. Higher prices and delays on a video game. Which has not seen a release in this series in half this century so far.

For all this consumer cares, great. Make it 20% more expensive. Make it 50% more expensive. A hundred. If that helps the greater union cause I can take more walks in the woods to pass the time instead.

matchbok31 day ago
What a luxury you have to spend so much money on things, then. Hint: most people don't live that way.
StevenNunez1 day ago
Or :gasp: take less profit. The game will take in Billions especially if they release new versions like GTA5 over time.
GuinansEyebrows1 day ago
> It's not like police unions are making life better for citizens.

which is precisely why many union advocates argue that police should not have unions. the police exist as the physical arm of the capital class in direct opposition to the labor class. they are class traitors. police unions are not the same.

AndrewKemendo1 day ago
Police unions aren’t labor unions and are illegal in many countries including Japan.

https://theconversation.com/why-police-unions-are-not-part-o...

Notably, American police (the country that invented police unions) are a modern invention that largely exist as a output of slave catching and bounty hunting services.

strictnein1 day ago
The police union in my city, in a state that borders Canada and fought against slavery, was founded in 1915. I'm guessing they would be surprised to learn that they are a "modern invention" that was from "slave catching" (I guess they do time travel?) and "bounty hunting services". I'm not even sure how you can say something is both a "modern invention" and the "output of slave catching". There's nothing modern about them and being the "output of slave catching" makes them definitionally not "modern".

Police unions act just like every other union does: in the interests of their members.

Unions are illegal in lots of the world. Federal public sector unions weren't legal in the US until the 1960s. Did the fact that they were illegal in 1965 have any bearing on whether or not they should be allowed? Does the fact that something is illegal in the US have any bearing on whether or not Japan should allow it?

tpmoney1 day ago
This is a just so story that is trivially and obviously false and I don’t understand why it continues to persist. Paid public police forces in the US appear as early as the 1600s in Boston. The first what we might consider modern police departments were formed in the urban hubs of 1800s America where immigration tensions and the general increases in crime you expect when putting a lot of unconnected people into a concentrated area were driving factors for changes to what laws were made and how they were enforced. And those were modeled off the London police forces, themselves guided in large part by Robert Peele’s principles of policing.

Slave patrols were a form of early organized policing, but only one of many and hardly the first. And certainly this isn’t to say that racial tensions didn’t drive various forms of law enforcement. But this idea that police in general and American Police in particular are some direct descendant of salve patrols or wouldn’t exist without the institution of slavery ignores so much of human history and the long history of organized forms of law enforcement that predates the American colonies.

https://www.britannica.com/topic/police/Due-process-and-indi...

https://www.snopes.com/fact-check/the-origins-of-policing-in...

https://en.wikipedia.org/wiki/Police

parineum1 day ago
> Police unions aren’t labor unions

I'd really like to know what kind of tangled logic it requires to believe that.

Regardless, police unions aren't the only example of unions who have worked against the benefit of everyone else but themselves. I only used them as an example because I didn't think anyone here would argue disagree that it's had negative outcomes.

What I didn't expect was to find someone arguing that a union wasn't a union. It doesn't matter if it's legal in other places, it's legal in the US. Just because Japan has made police _unions_ illegal doesn't make an US police _union_ not a union.

groundzeros20151 day ago
Not true at all. They protect the weakest employees at expense of the strongest and in game crunch at the end when the vision has materialized is good and makes the product better
kelnosabout 10 hours ago
> game crunch at the end when the vision has materialized is good and makes the product better

At the expense of the mental health of everyone involved. It's a video game, not a life-saving new medicine. Not worth it.

groundzeros2015about 3 hours ago
I enjoy a crunch with well defined scope and goals.
amazingamazing1 day ago
Really? American cars suck compared to japanese and chinese which are not unionized.

What’s an example of a unionized vs non unionized group producing the same thing where unionized is better?

simonjgreen1 day ago
The unionised Openreach in UK who are really the de facto layer 1 network provider telco build infrastructure to a staggeringly higher quality than most of the move fast startup alternatives.

Aviation unions force very high standards and represent a lot of the developments in safety and procedures.

Nuclear power is heavily unionised, resulting in a very stable and highly qualified workforce.

Unions in film and tv have done great work defending artists rights and protecting actors, writers, crew, and others from predatory behaviour by studios.

Fire fighter unions stand against unsafe demands and protect the crews in ways the individuals can’t, resulting in meaningful change. (I’m aware of UK but projecting and assuming this applies internationally)

I could go on…

amazingamazing1 day ago
I see the benefit of a union for the workers, but your examples seem strange. They do not illustrate that a union somehow results in a better product.

If that were self evident how come there has never been a company that started with employees unionized? To get this supposed benefit

smsm421 day ago
> Aviation unions force very high standards and represent a lot of the developments in safety and procedures.

Boeing joined the chat.

ed_balls1 day ago
> The unionised Openreach in UK who are really the de facto layer 1 network provider telco build infrastructure to a staggeringly higher quality

and it's crap compared to Romanian or Polish which are not unionised (I think)

VanTheBrand1 day ago
But Japanese autoworkers are unionized and have been for a very long time? So there is an example of a unionized group producing a great product!
dcrazyabout 24 hours ago
I’d be hesitant to directly draw broad generalizations about unions across countries. Labor practices and historical context are very different, and the U.A.W. is a singular creature.
paddim81 day ago
Volvo workers in Sweden are unionised
evdubs1 day ago
> What’s an example of a unionized vs non unionized group producing the same thing where unionized is better?

Here's a layup: art. Remember the writer's union strike in 2007-2008? All of the shows whose writers were on strike that still went on were terrible.

Edit: also, the purpose of a union is not to "produce something better". The purpose of a union is to protect workers' rights. They generally serve their purpose very well.

AndrewKemendo1 day ago
Japanese auto workers have been unionized since the 60s

https://en.wikipedia.org/wiki/Confederation_of_Japan_Automob...

In fact part of the SCAP mandates after World War II two during the MacArthur occupation was specifically to form powerful unions in Japan

amazingamazing1 day ago
Interesting - but seems like Toyota in particular had their cars produced by non unionized group producing workers at least for some period:

https://uaw.org/we-keep-toyota-running-workers-at-critical-t...

Seems hard to compare since there is no comparison in Japan that is not unionized

But given that China is now winning my original point stands

afavour1 day ago
Correlation != causation. There are a ton of differences between the US car industry and those in other countries, unionization is just one factor.

As a counter anecdote I’d point to Boeing’s non-union facilities, which have produced notably less reliable airplanes than their union locations ever did.

amazingamazing1 day ago
Aren’t most boeing made by unionized workers? If by both that seems like a good comparison to make
humoctopusabout 22 hours ago
most japanese auto workers are unionized, though unions work a little differently there.
thranceabout 19 hours ago
American manufacturers suck because of rampant financialization, not unions. They have prioritized the needs shareholders over those of consumers for a while now.

Your hatred of workers striving for better working conditions is disturbing. Maybe there are more important things in life than conspicuous consumption and filling one's home with cheap garbage?

insane_dreamerabout 20 hours ago
> japanese and chinese which are not unionized

might want to check your facts before posting

squigz1 day ago
Is there any reason to believe North American cars wouldn't be even worse if there weren't unions?
SV_BubbleTime1 day ago
Hello, long-time automotive EE here… The absolute insanity I’ve seen from the UAW would make your fucking head spin right off. It took me a LONG time to accept it.

Ignore my first hand experience with your political ideology, it doesn’t bother me.

But, I’ll tell you I’ve been at on-site RVs and BBQs with dozens of on the clock workers. I know a guy making 80/hr to nap and watch TV in his RV for six of his eight hour shift, and this was not uncommon. I know him, because he is THE GUY that can get a vital operation checked out and no one else.

I’m not debating history or ideology. Just experience of a long time working adjacent to UAW.

When I go to on-site to Mexico it’s like an entirely different industry.

chasd001 day ago
What is the career ladder like for game devs? In a union, the only way up is seniority or, in other words, the amount of money you've paid in dues over the years. A great developer isn't going to get rewarded with higher pay or a better role unless they've spent enough time/money as a union member.
gsneddersabout 2 hours ago
> In a union, the only way up is seniority or, in other words, the amount of money you've paid in dues over the years.

I’m unaware of this ever being the case in the UK — the lack of closed shop units means that even when collective agreements cover promotion they cannot meaningfully set this based on dues paid, both because they don’t necessarily know how long each employee has been a member of the union, and regardless that would be illegal discrimination based on union membership vs not.

In the common case for private-sector white-collar collective agreements in the UK, promotion is mostly just required to be transparent, rather than setting out procedural rules for promotion.

Your focus on union dues also makes me suspect you’re commenting from the US, expecting a union environment much more like the US — and US unions are outliers in many ways.

Per https://iwgb.org.uk/en/join/game-worker/ union dues max out at £35/month for those earning £80k and more — this is vastly less than unions require as dues in the US, and that almost certainly reduces the impact that union dues have, even beyond the illegality of closed shop units.

wasabi9910111 day ago
> In a union, the only way up is seniority

This isn't a strict requirement of unions though, right? As a trivial example grad student unions have no real career ladder, though the union negotiates a minimum pay and amount of work for everyone.

rozab1 day ago
I've never quite understood how unions in the US work or why they have the perception of them that they do. But rest assured, that is not what a union is elsewhere in the world.
criddell1 day ago
> the only way up is seniority

That’s not true at all. Look at professional athletes. The starting pitchers in a baseball game are the best pitchers. Or consider WGA screenwriters in Hollywood. Their ability to make money doesn’t depend in seniority.

flohofwoe1 day ago
The typical carreer ladder for most people on a game dev team is basically to get fired when a game project ends and trying to get hired by another game company that's just starting a new project ;)

Maybe exaggerating a bit, but that's the reality in many game dev shops, especially when a game doesn't immediately sell in great numbers.

dude2507111 day ago
"...when a game project ends..." ...regardless of whether the game is successful or not. On the upside, you get freedom to create stuff like Concord and Highguard.
mrkpdlabout 21 hours ago
Yeah that’s not how unions work in my country
MagicMoonlight1 day ago
Unions have nothing to do with career progression…
groundzeros20151 day ago
how could they possibly be unrelated?
ShinyLeftPad1 day ago
Who would have thought we'll get programmer unions before GTA 6!
joshu1 day ago
we're probably going to have AGI before GTA 6
tostiabout 24 hours ago
Well obviously, if you want to play GTA you're gonna have to steal it.
nazgulsenpai1 day ago
Not sure why downvoted because that got a chuckle out of me
debo_about 16 hours ago
I searched for this comment.
brapabout 22 hours ago
This is wonderful news, congratulations to Anthropic, OpenAI and Google!
foursideabout 21 hours ago
And to the developing industry of software consultants who specialize in fixing vibe coded slop that has grown out of control ;)
TZubiriabout 17 hours ago
Brb, I need to file an expedited Delaware registration for UnSloppifiers Incorporated real quick.
unselect5917about 22 hours ago
I wish we had more (or maybe better yet one) software engineering union in America.

The trouble seems to be that it's so easy to scab (outsource) or hire foreign competition (H1b et al) which is a pretty broken program even according to some of the people whom I've talked to who are on it.

One multi-team architect I know working for a brand you've definitely heard of was making like $65K and doing a $250K job of it. Brilliant guy. The H1B program hurts everyone except employers' vast bank accounts and their shareholders.

amazingamazingabout 21 hours ago
Ironically even in the case here it is the outsourced people unionizing.
gsneddersabout 2 hours ago
Who is outsourced here? It’s not immediately apparent from the article that people were being outsourced?
Izikiel43about 21 hours ago
> hire foreign competition (H1b

Not so much anymore, still a lot but much less than it used to be

rolifromhermes1 day ago
Damn we had unionized GTA6 devs before we have GTA6. Wild.
aubanel1 day ago
Cheat code to get >5 stars in GTA6 instantly: type "sizes the means of production" in chat
Refreeze52241 day ago
Solidarity forever! Game devs eat a a lot of crap, so I'm glad they are banding together to bargain collectively.
Advertisement
outloreabout 24 hours ago
As GTA V before it, 6 probably has 20 years worth of content updates ahead. Might as well be well compensated for it.
zthrowawayabout 7 hours ago
This game is going to suck so much.
ionwake1 day ago
Isnt management at Rockstar the same poeple who:

A) Allowed a bug in the code make all GTA5 Load times on every single copy on every platform take exponential times longer to load, for YEARS, unchecked or investigated, until some random kid FIXED IT by reverse engineering compiled code?

B) The bug was a simple and unneeded look up for SHOP items

C) The never rewarded the kid, with say a job or something worthwhile for him like 100k ( when they earn billions ). I mean even this decision ALONE is such terrible optics clearly mgmt were AFK.

D) They then came onto HN to argue with me in the comments about how " its not nice to say mgmt responsible should have been fired over this"

I mean Ive had my share of almost blinding incompetence, but the one that really bothers my crumpet, is when they come on here and start denying things.

Im for the union, Rockstar North made one of the greatest games of all time. It will probably result in an inferior product but crunch is unethical and always due to poor management. Ironically it was probably mgmts' own incompetent hiring policies that resulted in a union being formed.

PS - I got a bit heated and have edited this comment so its readable apologies.

PS - All of this can be verified in previous posts on HN regarding both the bug and replies

PS - And to whoever is downvoting me, feel free to reply and tell me what I am wrong about

flohofwoe1 day ago
This JSON-parsing problem is the least of Rockstars problems I think.

But I bet it happened like this:

- when the game was still in active development, it was maybe anticipated that the shop might have a couple dozen items, no problem even when the JSON parsing is extremely slow

- game is released, a separate maintenance team takes over, online mode is running for several years

- over time more and more items are added to the shop, and now maybe there are a thousands of items in that JSON file

- ...and when there's some 'accidental exponential' code in the JSON loader/parser the loading time gets worse and worse, what once was a few milliseconds is now minutes, but there was never a sudden regression after an update, just every week a little bit slower

- depending on the churn on the maintenance team, the current people on the team probably don't even notice an increase in loading time until they leave again for greener pastures, e.g. for them "it has always been that slow"

- management probably first read about the problem in the news ;) (which of course is a problem on its own - but as long as the money keeps flowing and the curves in Tableau go up and up, why should they even care... players apparently also endured it without bringing out the pitchforks)

vouwfietsman1 day ago
Although this is possibly true, at any time the dev team could've gone: "loading is slow man, can we just profile it and see if there's anything obvious?". To someone with access to the source code and a debugger, that's probably less than 30 minutes of time to go from zero to hero.

I've done this kind of stuff many times, and something like a json array taking minutes to parse would likely be very very obvious when looking at a trace.

oreallyabout 13 hours ago
The dev team is usually under immense pressure to deliver. This probably slipped under the radar to let all the other features get through.

The maintenance team probably maintains other games as well.

Then you add in the knowledge loss through the churning of developers and over time the organization forgets how things should be.

ionwake1 day ago
Thanks for your insight its appreciated. I know I come across mean but Im just reminding everyone of simple facts that atleast contributed to all these problems.

I have nothing to do with Rockstar and wish them well, Im just saying that if I were management during these situations I would have quit or made a public apology. Its just what I feel I would have done. Regardless of the salary. I mean if one is mgmt they should take responsibility.

But maybe in late stage capitalism that is both an abhorrent and illogical idea.

matchbok31 day ago
If this "management" is so incompetent and ineffective, the workers shouldn't need them, right? They should just start their own company.

Didn't think so.

This simplistic view of "management" is detrimental to a productive conversation and doesn't reflect reality.

ionwake1 day ago
A comment from a new account with Negative inference statements.

This is the kind of weird ass replies I just said appeared last time.

PS - You are editing your comment which is fine, but in turn I have to reply. If it is not reflective of reality feel free to add to the discussion and explain what is false. Also ironically your statement doesnt add to the discussion by elaborating on any part of it. This is exactly the kind of behaviour that doesnt help anyone learn any lessons. its just random insults.

matchbok31 day ago
Your avoidance of answering my question provides me with more than enough knowledge about your capabilities regarding engaging in this topic in a thoughtful, intelligent manner.
Capricorn2481about 11 hours ago
This is a puzzling comment. Are you asking why the famously underpaid game developers don't bootstrap their own company? Because the answer seems fairly obvious, and it says nothing about the quality of Rockstar's management.

Does the concept of redundant middle management scandalize you? It's a relatively common experience, even if it's sometimes exaggerated. It actually takes a lot to be a good manager, and most people are not self aware enough to be good at it.

wonkyfruit1 day ago
At this point, we get everything before GTA6. Unions, AGI, Life on Mars.
vondurabout 23 hours ago
I think the easiest way to solve this is to change labor laws to say if you work over 8 hours a day or more than 40 hours a week then you get overtime. Most companies aren't willing to pay overtime and frankly whatever is going on at RockStar is a huge management issue, which making the labor far more expensive would solve.
vortegne1 day ago
Any and all discussions about unions on HN sadly just shows how the supposedly smart people can be extremely misinformed and propagandized. Not even really worth engaging in the discussions when it seems like any compassion has been beaten out of the (mostly USA-based, which explains a lot) audience here.

Happy for the devs, more power to them! For the sake of workers everywhere, I hope the US also catches up one day in empathy and rational thinking, when it comes to labor laws and rights.

guywithahatabout 21 hours ago
I think anti-union sentiment comes from the practical reality which is if you go to union-towns, they often look bombed out and horrible. The UAW, arguably the largest private union in the US, was founded in Flint, Michigan. The union didn't care about the city or its future, it simply sucked money out of the economy until there was nothing left, and then they ran off to DC. Conversely, industry towns without unions are usually nice places to live as the companies continue to invest money in them to attract more employees. This is a pattern we see over and over again, and in my opinion has led to the strong anti-union sentiment we see all over the midwest rust belt.
zamadatixabout 13 hours ago
Grew up in the rust belt of Michigan, but not with parents holding unionized jobs, and still live elsewhere in it (also without a unionized job). Can't say I've seen the same sentiments or patterns be as common as presented. Of course I've always leaned towards supporting unions so that colors the perspective a bit too, but, in general, approval of unions in the US has actually been in an upswell https://news.gallup.com/poll/694472/labor-union-approval-rel...

There are obviously areas with decline for sure, e.g. the auto industry, but unions are usually seen as lessening the impact of that on the workers rather than the source of blame (not that everyone holds a single view). E.g., for the most part, people don't blame the union (or non-unionized industry) for the problems in Flint as neither is meant to privately fund e.g. the water pipes. They blame the downturn of the auto industry, which then gets into whatever reasons one prefers to assign. For some that's unions, but it's not actually been a very big mind changer on that aspect.

yieldcrv1 day ago
I always see the same thing:

“employer seen as blocking union effort”

I’m wondering if that’s simply a rational thing available to do as opposed to an actual opinion about collective representation whether thats bargaining or something else

“hey, here’s this regulatory overhead you can completely avoid by merely being present, unless people interested in the regulatory overhead are more persistent. just don't fire them though”

smcl1 day ago
Hell yeah
57016524001 day ago
maybe Google, Meta, Anthropic, MSFT, and every single tech company should unionise.
harddriverequeabout 23 hours ago
So the tl;dr of this is that GTA 5 is indeed going to be the last and final GTA ?
brapabout 22 hours ago
If I learned anything from unionized companies is that we’re never getting GTA 6
Advertisement
user0648about 19 hours ago
Is it time for us to join in?
bozhark1 day ago
30 years late but oh so needed
seydor1 day ago
They should call it a cartel
AndrewKemendo1 day ago
On Thursday, the Independent Workers’ Union of Great Britain (IWGB) and Rockstar staff members announced the Rockstar Game Workers Union. This union will be part of the IWGB. The reveal came in the form of an informative video which delves into their motives and what we should be looking out for in the future.
dyauspitr1 day ago
Seems like a bad time for rockstar for this to happen. Can’t fire everyone now.
guywithahatabout 21 hours ago
I don't want to make this a take on right vs left, but private unions in the US simply don't work. If unions work Flint wouldn't have had a water crisis, Detroit would still be a rich city, and the rust belt wouldn't exist. There's no reason to think after a hundred years of failed unions the guys at rockstar games suddenly figured it out, they'll just produce lower quality products until they either figure out a way around the union or go out of business.
saint_yossarianabout 21 hours ago
This is about their UK workers.
dark-starabout 21 hours ago
Unions are not there to protect companies from mismanagement or simply failing/going bancrupt.
insane_dreamerabout 22 hours ago
The rollout of AI makes unionizing for knowledge workers more important than ever.
standardly1 day ago
happy for them but uh.. 2028 release confirmed lol
OsrsNeedsf2P1 day ago
Good. I want them to take their time, pour their craft and passion into it, and release something amazing.
standardly1 day ago
Yeah, same. I'd rather wait for a better game made by happier devs. The studio is just notorious for crunch and failing to adhere to release dates, so i was just stating the obvious
bonoboTPabout 22 hours ago
We already have enough good GTA games, 3, VC, SA. I'm fine without GTA6 ever getting released. It's unlikely to be as good as SA anyway, so whatever.
dude2507111 day ago
If companies do not like this, paying a percent of profit instead of salaries is always an option.

(ah s** here we go again by the way).

zamadatixabout 13 hours ago
"Pay transparency" is only 1 of the 3 main initial changes the workers mention, and the amount they take home is only part of that. Besides, with schemes like % of profit there is a peculiar tendency for profit to disappear as revenue goes up (e.g. "hollywood accounting" type things).
maipen1 day ago
> paying a percent of profit instead of salaries is always an option

lol no.

whywhywhywhy1 day ago
Don’t expect any sympathy from the general public or your customers when the 1 year late game devs are complaining about crunch, ultimately they’re gonna get dragged for this and the gaming community will cheer if they manage to remove the union individuals.

That’s the industry you’re in unfortunately.

Advertisement
sgarrity1 day ago
One of these days I'm going to see an article here about how the sex worker characters in GTA 6 have unionized.
lobfabout 22 hours ago
You really thought you were cooking here, too.
sgarrityabout 20 hours ago
I did! I thought I was funny! We'll, today was my turn to be an idiot on the internet.
jpttsnabout 17 hours ago
This is a funny self-own, what am I missing?

Timing v. trends: - big game studios are already reviled as lazy, bloated - nimble indies are hitting a lot of records - gen. AI coming for many studio roles - employees have lower friction to be entrepreneurial

It’s like if home cooking and self checkout were going really strong and then the restaurants workers picked that time to riot for higher wages

zamadatixabout 13 hours ago
If things are really on the downtrend for the business while the industry is in various uptrends (in reality, GTA V is doing as great as ever and the anticipation around the GTA VI release dominates the industry) it still makes sense to push for quality working conditions for however long it makes sense for the business to be hiring people the same as it does when the business is doing well.

Pay related items also seem to be a small portion of what's being pushed for change.