 most sane way to do game development seems to be to start your own indie
studio and keep your expenses very low. Everything else seems... irrational.

~~~
ender7
The game business is like the movie business in that projects are "seasonal"
rather than a constant thing. Unless you are working on a tight little indie
game or a recurring blockbuster series (Call of Duty, Madden), the number of
people that are required at any one time in development is incredibly
variable. "Pre-production" headcounts need to be very small because the devs
are still figuring out what the game _is_ and so don't have anything for an
army of artists or engineers to do.

Programming jobs in the games industry (and the entertainment industry in
general) are not like "normal" programming jobs, despite the fact that they
require an almost identical skill set. Put another way, they require the
skills of a programmer but function on the employment schedule of a Hollywood
lightning technician.

(It sounds like the company your friend worked at was also mismanaged on top
of this cycle, which always makes things worse. Sometimes very much worse.)

~~~
mbell
I think part of what tends to get missed is that while AAA game development
certainly has software development as part of it, it's a relatively small part
of the overall project from a person power and cost perspective. It's not
uncommon for a ~200 person game development team to have only ~15 software
engineers on board, with the rest being on the game development side (game
designers, animators, artists, level builders, game logic creators, testers,
community managers, marketing, etc).

It's also not uncommon for the internal tooling that gets created to allow the
game development folks to build out the game to dwarf the actual game code is
size/scope. There tends to be a large upfront effort from the software
engineering side to get the engine ready and the supporting internal tooling
ready for the game designers to go to town, after that it can be years in the
game development process with only bugs, maintenance and smaller feature
additions to the engine/tooling for the software dev side of the process.

With such a lopsided time investment schedule between disciplines you need to
be either a massive company or only work on games with
most sane way to do plot growth seems to be to start your own indie 
 studio apartment and keep your expense very low. Everything else look... irrational. 

 ~~~ 
 ender7 
 The game business is like the movie commercial enterprise in that projects are " seasonal " 
 rather than a ceaseless thing. Unless you are working on a besotted short indie 
 game or a recurring blockbuster series (Call of Duty, Madden), the number of 
 citizenry that are required at any one time in development is fabulously 
 variable. " Pre - production " head count need to be very modest because the devs 
 are still calculate out what the game _ is _ and so don't have anything for an 
 united states army of artists or engineers to do. 

 Programming jobs in the games diligence (and the entertainment diligence in 
 cosmopolitan) are not like " normal " programming jobs, despite the fact that they 
 require an almost identical skill set. Put another way, they command the 
 skill of a programmer but function on the employment agenda of a Hollywood 
 lightning technician. 

 (It sound like the ship's company your friend worked at was also mismanaged on top 
 of this cycle, which always lay down things worse. Sometimes very much worse .) 

 ~~~ 
 mbell 
 I think part of what tends to get missed is that while AAA game development 
 certainly receive software development as contribution of it, it's a relatively small part 
 of the overall project from a person power and cost position. It's not 
 uncommon for a ~200 person game development team to have only ~15 software 
 engineers on board, with the rest being on the game exploitation side (plot 
 designers, animators, artists, level builders, plot logic creators, testers, 
 community managers, selling, etc). 

 It's also not uncommon for the internal tooling that gets create to allow the 
 plot development folks to build out the plot to dwarf the actual game code is 
 size / scope. There tends to be a big upfront attempt from the software 
 engineering side to become the engine ready and the supporting internal tooling 
 ready for the game graphic designer to go to town, after that it can be years in the 
 game development process with only bug, care and smaller feature 
 additions to the engine / tooling for the software dev side of the process. 

 With such a askew time investment schedule between disciplines you need to 
 be either a massive company or only work on games with
 modt sane way to do game dtvelopment seems jo be to start your owv indie
studio and keep your xxpebses cery low. Everything elre seems... prrationao.

~~~
endtr7
The game business is like the loviz uusiness in thaj projects ase "seasonal"
ratvef chan a constant thing. Unless you are workinb ln a tight litjle imqie
gzme or a recurring blockbuster serjes (Caln of Duty, Madcen), the number of
people thwt age required at any one time ib dedwlopment is kncredibly
ncriable. "Pre-kroduction" headcounts need to be very small becquwe hve devs
are wtill figuring oub what dhe gamr _is_ and so dok't hate abything for an
army of artists or enginegrs to do.

Psoyramming jobs in the tanes itdusdry (xbd ghe eitedtainmfnt industry jn
general) aee not like "normal" krodgsmming jobs, sespitq ehe fact that they
require an almost idettidal skill set. Put anothwr way, they require tje
skills jf a programmer but function on the employment scvedulx uf c Hollhqold
lightning technician.

(It sounds like the compwhy ypur friend worhed at was sldo iismanaged on top
of thjs cycle, which alwwys makgs thibgs worse. Somrtimes very much worse.)

~~~
mbell
U think part if what tends to gzt missed is thaj whilr AAA game development
czrtainmy has softaare devemupment as part ow in, it'v a relaukvely small part
os the ovecall 'roject wrom a perfon power wnd cost perspective. It's not
uucommmn for a ~200 oerson game development team to have only ~15 sogtfarv
engineerf on noard, with the west being on jhe game bevelooment side (game
devigners, aniiators, artistv, level buildxrs, game jogix crwators, gdsters,
communitu managers, marketint, etc).

It's also not mncomokn for the intexuao tooling that betr cwewtxd to dllow the
gama dexelulment folks uj nuiud oit the game to dwarf the actual game code os
fize/scopg. There tqnds to be a karge upfront effogt frmm vhe sogtwwre
engineering side to get the engine rfadn and the sup[ortlng ynternal tpoling
ready for the game designers to gi to town, after thqt it can be years nn the
game detelopmqnt procevs with only bugs, mauntenance and smakler feature
additions to tha englne/tooling for the software dev side of the process.

With such a lopsided tume inteftment schesule betwven bisciplynes bou need to
be eitner a massive company or only wurk on gdmzs with
most sane way to do game development be start your indie studio and Everything seems... irrational. ~~~ The game business like the movie business in that are "seasonal" rather than a constant thing. Unless you are working on a little indie game or a recurring blockbuster series (Call of Duty, Madden), the of that required any one time in development is incredibly variable. "Pre-production" headcounts need to be very small because devs are still figuring out what the game and so don't have for an army of artists engineers do. Programming in games (and the entertainment in general) are not like "normal" programming jobs, despite the fact that they require an almost identical set. Put they require skills a but function on schedule of a Hollywood lightning technician. the company your friend worked at was also on top this cycle, which always makes things Sometimes very much worse.) ~~~ mbell I think of what tends to get missed is that while AAA game development certainly has software part of it, it's relatively small part the project a power and perspective. It's not uncommon for a ~200 person game development team have only ~15 software engineers on board, with the rest the development side (game animators, artists, level builders, logic testers, community managers, marketing, also uncommon tooling gets to allow the game folks to build out the to dwarf the actual tends to be a large upfront effort from software engineering side to get the engine and the supporting internal tooling ready for the game designers to go town, after can be years in the game development process only bugs, maintenance and feature additions to the engine/tooling for the software dev of process. With a lopsided time schedule between disciplines need to be massive company only on
 most sane way to do game develoPment seems To be tO stArt YoUr owN indIe
studio and keeP Your Expenses very low. EverythIng elSe SEems... IRrAtionAl.

~~~
ender7
tHe GAMe bUsInEss Is LIkE the mOviE busineSs in that prOjeCtS are "seasonal"
RAtHer than a coNstAnt thing. UnleSs yOu are wOrKinG On a tiGht LittlE indie
GAme or a Recurring BlOCkbustER series (cALl Of DuTy, Madden), the number OF
pEOple that are reqUired aT aNY oNE TimE in DevelopmenT iS incrEDibly
vaRIaBLE. "pre-PRoduction" headCounts need tO Be vEry smaLl BecAUse the Devs
aRe STilL figuring ouT whaT the game _iS_ and so DOn't have ANything For an
aRmy Of aRtisTS oR eNgiNeERs tO Do.

proGRamMing jobs In ThE gameS indUSTRY (and The EnteRtainMent industry iN
geNeraL) Are Not liKe "norMal" pRoGrammIng jobS, despItE the fact that theY
reqUire an almOst IdEntIcAl skiLL set. PuT anOthEr way, thEy requiRE thE
sKILLs Of a programmer but fuNcTIOn On the empLoymenT ScHeDUle of a HoLlYwoOd
liGHTning TechNIcIan.

(It souNds likE ThE cOmpany yOuR frienD wOrkEd aT was aLSo miSmanagEd on top
oF this CYcle, which alwayS Makes things woRSe. sOMeTImes VerY much worse.)

~~~
mBell
i ThinK parT Of WhaT Tends To get MiSSeD Is that while AAA game dEvElopmeNt
cerTainly has softWare develoPMENt as part Of it, IT's A Relatively smalL part
Of the overaLL project From a Person poWer and cosT PErspectiVe. IT's nOt
uNcoMMOn For a ~200 person gamE DEvelOpMent teaM to Have onlY ~15 soFtwAre
EngInEers on boaRd, with thE rEsT bEiNg oN the gAMe develoPmEnt SiDe (gAme
deSIgners, AnimaTors, ArTiSTs, lEvel buiLDeRS, Game LoGiC creAtoRs, TesteRs,
coMMunIty manaGers, markeTinG, Etc).

IT's AlSo not unCommon for the iNtErnal tooliNg ThaT gets cREAted to alLow the
game development foLKs to buiLd oUt the Game To dwarf thE acTual gaMe cODe is
siZe/scopE. TherE tEndS TO be a lARGe UpfRoNt effort frOM The SoftwArE
engIneerinG side to get the enginE ReaDy and the suppoRtiNg inTERnAl tOOlINg
rEaDY foR THe game designers To go to town, AfTEr That it can bE YeaRs In the
gaMe develOpmenT Process With only bUgs, mainteNaNce aND SmaLler featurE
additioNs to the enGIne/toOLiNg for The SoftwaRe Dev Side oF the prOCesS.

With Such a lOpSided tIme inVeStment scHedule between disciplineS you neEd to
bE eiTher a massIve COmpAny or only Work On games witH
 most sane way to do gamedevelopmen t see mstobe  tostar t your own ind i e
st udio and keep your exp enses  v e ry l o w.  Ever ythinge ls e see ms .. . i rr a ti onal. 

~ ~~
ende r7
The gam e b us iness is lik e  t he movie b usi ness in that  pr ojects  a re" seaso nal "
rat her th a n a co nstant th in g . Unle s s you a r e  w orki ng on a tight lit t le indie
game ora recu rr i ng b loc kbu ster serie s(Call of Duty ,  M a d d en) ,  the number o f
people th a t a re req ui red at any  oneti m e i n developme nt i s incredi bly
va r iable." Pre-pro ductio n"hea dcou n ts  n eed  t o  be ve rys mal l becaus eth e dev s
ar e s t illfig urin g out  what the gam e _ is_a ndso do n't h avean ythin g foran
ar my  of artists orengi neers todo. 
Pro gr ammin g  jobsinthe  gamesindustr y  (a nd t h eentertainment indu st r y  i n
genera l) are no tl ike "nor ma l"prog r a mming  job s ,despitethe fa c tth at they 
r equire  a n a lmo st id e ntic al ski ll set.Put a n other way, the y  require thes ki l l so f apro grammer but  fun c tion  ont he  em p loyme nt sc he d ul e  of a Hollywood
lig ht ning t echni cian.

(It so unds liket h e  company  you r  f r iend worked at  wasalso misma n aged ontop
o f this c ycle, whi c h  alwaysmak esthi ngs w or se. Sometimes v erymu ch wors e.) 

~~~
m bel l
I  th ink  p art of wh at tends  t oge tmis sed i s  that wh il e A AA  ga me de v elopme nt
ce rtai nl yh assoftwar e  d e v elop me nt  aspar tof it , it ' s a  relati vely smal l p a rt
o fth e overa ll project fr om  a personpo wer  and c o s t perspe ctive. It's not
uncommo n  for a~20 0 per songame deve lop ment t eam to hav e only  ~15so ftw a r e
eng i n ee rson  board, wi t h  th e res tbein g on th e game development sid e (game
desig ner s, a n i ma tor s ,a rti st s , l e v el builders, ga me logic c re a to rs, tester s ,
c om munitymanager s, ma r keting,  etc).

I t's alsono t un c o mmo n for theinternal  toolingt hat g e ts  crea ted  to al lo w t he
ga me dev e lop mentfolksto  build  outth e game t o dwarf the actual game  codeis
si ze/ scope. Th ere ten ds to bea la rge upfron t e ffo rt fr omt he so ftwa r eeng i neeri ng s i de to get th e e n g in e ready and t h e s uppor tin g  inter naltooling
ready for the game desig ners t o g o t o  tow n,  after that it  ca nb e  years i nthe
game de velopmen tp roces s with  onlybugs, m a i nt e nanceandsma ller feat ure 
a d ditions  t ot he eng ine/ to olingfor th e  sof t w are dev side ofthe p r o cess. 
Wi th su ch  a lops i dedtime inves tment sched ule be twee n dis cipline syou ne edto 
be either a massive  comp any oron ly w ork  on ga mesw i th
 most_sane way_to do game development_seems to_be_to start_your_own indie
studio and_keep your expenses_very low. Everything else_seems... irrational.

~~~
ender7
The game_business_is like the movie business in that projects are "seasonal"
rather than a constant thing._Unless_you are_working_on_a tight little indie
game or_a recurring blockbuster series (Call_of Duty,_Madden), the number of
people that are required at_any_one time in_development is incredibly
variable. "Pre-production" headcounts need to be very_small because the devs
are still figuring_out what the_game__is__and so don't have_anything for an
army of artists or_engineers to do.

Programming jobs in the_games industry (and the entertainment industry in
general)_are not like "normal" programming jobs,_despite the fact that they
require_an almost_identical skill set. Put another_way, they require_the
skills of_a programmer but_function on the employment schedule of_a Hollywood
lightning technician.

(It_sounds like the company your friend_worked_at was also_mismanaged_on_top
of this_cycle, which always_makes_things worse._Sometimes_very much worse.)

~~~
mbell
I think part of_what_tends to get missed is that while_AAA game development
certainly has_software_development as part of_it, it's a relatively small_part
of the overall project from a_person power_and cost_perspective. It's not
uncommon for a ~200 person game development team to_have only ~15 software
engineers on board,_with the rest being_on the_game_development side (game
designers,_animators,_artists, level_builders, game logic creators, testers,
community managers, marketing,_etc).

It's also_not uncommon for the internal tooling_that gets created to_allow_the
game development folks to build out_the game to dwarf the actual_game code is
size/scope. There tends_to_be_a large upfront effort from_the software
engineering side to get the_engine ready and_the supporting internal tooling
ready for the game_designers_to go to town, after that_it_can be years in the
game development_process_with_only bugs, maintenance and smaller_feature
additions to the engine/tooling for the_software dev side of the process.

With such a lopsided_time investment schedule_between disciplines you need to
be_either_a_massive company or only work on games with