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- From: bobp@hal.com (Bob Pendleton)
- Newsgroups: rec.games.programmer
- Subject: Re: Getting A Job Game Programming
- Message-ID: <1992Nov20.170404.29053@hal.com>
- Date: 20 Nov 92 17:04:04 GMT
- References: <1992Nov20.131956.10514@nuscc.nus.sg>
- Organization: HaL Computer Systems, Inc.
- Lines: 76
-
- From article <1992Nov20.131956.10514@nuscc.nus.sg>, by isc10144@nusunix1.nus.sg (CHAN NICODEMUS):
- > JAMES MCGINLEY (mcginle@obelix.gaul.csd.uwo.ca) wrote:
-
- > : Any information at all on anything (I'll even take unsubstantiated opinions)
- > : would be fantastique. I (along with everybody else here I presume) would
- > : love a job programming computer games.
- > :
- > : Thanks a million,
- > : Jim 'I'm doomed to work at a bank' McGinley
- > :
- > : P.S. Thanks for all the help everyone gave me about redefining characters!
- >
- > I think that I quite agree with him. But what is the competition and
- > marketableness of people like us? I'm sure there are a lot of people
- > out there looking for these type of jobs.
-
- Having once turned down a job doing computer games I guess I'm
- qualified to answer this one.
-
- How did I find the job? I didn't it found me.
-
- I bought an Amiga 1000 when they were brand new. (This should tell you
- how long ago this was.) And went to an Amiga users group meeting. I
- met several people there who were getting paid to write games. I
- thought this was pretty neat, since I'd written games as a kid and had
- always wanted to do it "for real."
-
- Well, I liked what I was doing to much to apply for a job myself. But,
- I told a friend about it and he applied for a job. He got the job and
- told his boss about me. Pretty soon I got a call, had a telephone
- interview and was offered a job. I turned it down.
-
- So, why in the world did I turn it down?
-
- 1) The pay sucked. Best I could hope for was 30% less than I was
- making. And I was under paid as it was.
-
- 2) No benefits
-
- 3) It was all short term, fixed price contracts.
-
- This means they give you a spec, a deadline, and a price. If you
- implement the spec by the deadline, you get paid.
-
- These contracts were for periods of weeks to at most 3 months.
-
- 4) No royalties. (A very few lucky souls get royalties.)
-
- 5) No creative control. You code to spec. If you don't code to spec,
- you don't get paid.
-
- 6) Programmer supplied equipment. For most contracts you have to have
- the equipment needed to carry out the contract, or you don't get the
- contract.
-
- This was all in Salt Lake City, Utah. There were 2 contract houses
- there that worked this way. I was told, bluntly, that they were in SLC
- because that's where they could find people who were desperate to take
- this kind of work.
-
- This does not describe the whole computer gaming industry. There are a
- small number of shops the actually employ people to write games. BUt
- they do not employ many people.
-
- Bob P.
-
- P.S.
-
- Writing games is 1) fun, and 2) very educational. Do it because you
- enjoy it and you will learn so much from it.
-
- --
- Bob Pendleton | As an engineer I hate to hear:
- bobp@hal.com | 1) You've earned an "I told you so."
- Speaking only for myself. | 2) Our customers don't do that.
- <<< Odin, after the well of Mimir. >>>
-