Video games aren't *unique* in horribly exploiting employees, but they might be pretty close to unique in the sheer degree of the delta.
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If you work for a non-profit, you might not get paid alot, but it is rather unlikely you're getting 2% of prevailing wage for skillset.
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It worked well for Minecraft... maybe the key is just to make sure you own your work?
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I think that's sort of the exception that proves the rule, but generally, developers should certainly try to own work.
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@patio11 Friend worked on vid games. During 72-hour sleepless crunch, he hallucinated his yelling boss’s head flap open & release animals.Thanks. Twitter will use this to make your timeline better. UndoUndo
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The main reason I decided to leave the industry after 18 years a few years ago. Silly hours were seen as the norm.
Thanks. Twitter will use this to make your timeline better. UndoUndo
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