Random advice thread on being a coder in the game industry. First things first: Clear your mind of any pie-in-the-sky ideas of working on your favorite game. The fact that I got to work on Minecraft was blind luck, and not representative of most game industry experiences.
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If you want job security, the game industry is also most likely not for you, unless you quickly and markedly excel among your peers, making yourself invaluable. But that still won't save you from potential mass layoffs. Always have a plan B, a plan C, and a plan D.
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Depending on the company you work for, you should expect to work upwards of 60-80 hours a week for a month or two at a stretch during the final push to get the game out the door. Having been there plenty of times before, I can honestly say it's not as bad as it sounds.
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The main thing with crunch time is that if you're on a good team, it feels empowering to be there, with your teammates in the trenches right there with you, knowing that soon the world will see what you've been working on for anywhere from 6 months to 3-4 years.
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The mark of a good studio is when the team gets a free order-in dinner for staying late. Superman Returns ended up a pretty lousy game, but the nights we got catered
@BostonMarket during crunch *more* than made up for it. Those brownies were like crack.Näytä tämä ketju -
So, yeah. Is working in the game industry tough? Sure, it is. Is it stressful? Absolutely. But in exactly how many other jobs do you get the opportunity to go Office Space on a crate of prototype Guitar Hero guitars?https://www.youtube.com/watch?v=u0aSpVk22gY …
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