Wed 6 Jun 2007
A few interesting work/career related items have recently caught my attention:
- Clint speculates that Eidos is producing the next Deus Ex game in their Montreal studio as a tactic to lure experienced talent out of the existing major Montreal studios (eg, Ubi, EA, A2M, etc). I have no basis to evaluate the validity of his claim, but I am certainly intrigued at the idea of using developer-loved IP as bait.
- The ever colorful American McGee exposes his new funding model. In short, in trying to recruit for his Shanghai-based studio, entrenched studios - Ubisoft in particular - are doing all they can to thwart poaching (eg, providing bonuses and raises when staff present a letter of offer from a competing studio). So, McGee is offering to write any Ubi staff an offer letter if they agree to split the difference of bonus/raise money. Fun exercise, but does beg the question of why talent is not properly compensated to begin with…
- Researcher Mark Deuze wrote up a condensed version of his study/paper on the professional identity and working lives of game developers, for the IGDA web site. Admittedly, I am fascinated by ethnographic/anthropological style studies that look at game developers “in the wild”. Sadly, there aren’t many of them. I can’t wait for Mark’s “media work” book to hit shelves.
- The fine folks at Digital Artists Management explore the pros and cons of project-based contractual employment (much like Michael John has been evangelizing).
- The June issue of Game Developer magazine has a cover story on quality of life within the game industry, which, sadly, I have not had the chance to read yet…
- Pac-Man creator, Toru Iwatani, retires from Namco at age 52 to teach game design at Tokyo Polytechnic Institute. Nice to see such a famous developer survive until retirement (and, this can only mean good things for the education challenge noted previously).
- We’re not alone: the Canadian Globe & Mail ran a piece on the rise of unpaid overtime in Canada and a recent class-action lawsuit in the banking sector. Gaming is listed as a “long-hour industry’ along with retail, insurance, fast food, telecom, etc.


June 7th, 2007 at 1:14 pm
Mark Deuze’s piece is cool. I was a little caught off guard by it honestly. I’ve been doing ethnographic work for almost three years and presenting on it at the major academic and developer conferences. Of course I made the cardinal sin of not converting those into publications (damn the dissertation), so didn’t make it onto the radar screen. Live and learn I guess.
Indiana has several interesting programs, I’ve met several students from their Informatics program because I’m familiar with David Hakken’s work (http://www.informatics.indiana.edu/research/profiles/dhakken.asp), but no one from the telecommunications program until this article. Hopefully the recent communications have helped. :) It’s always nice to find fellow scholars in an emerging field, it has been a lonely place for a while.
Thanks goes to the IGDA for supporting them with this piece.
The one thing that I think the article missed is the difficulty that studying video game companies poses for researchers. If getting hired is hard, try coming in as a perceived “distraction.” ;) Not to mention working within the confines of NDA’s and all sorts of legal considerations. Getting IRB approval for this sort of work is also difficult, considering the close proximity to so much sensitive data.
Corporate ethnography is rough, for a taste, see:
Smith, Vicki. 2001. “Ethnographies of Work and the Work of Ethnographers.” pp. 220-233 in Handbook of Ethnography, edited by Paul Atkinson, Amanda Coffey, Sara Delamont, John Lofland, and Lyn H Lofland. Sage Publications.
- Casey
June 8th, 2007 at 7:34 am
Regarding the IGDA piece…I know that you can increase the font size in Firefox using CTRL + Mouse Wheel but any chance that a decent font size be used, for articles like this, by default?