Engineer, Dan Houser, Gio Corsi discussed on What's Good Games

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Will the poem be better? No, it's a great point because a lot against software development in particular is really tricky because if you coders use, they all have their like different. Sort of styles if you will, and not everyone note like you can have a piece of programming and have another engineer come to look at it and have the be like, what did they do here? I've worked at Sony places where like that's happened and someone has left and not provide documentation, and no one knows how the fuck this thing works like no. No, no notes. No one knows how thing works Mike, how is it possible that no one thing works. It's like wealth. The engineer left and you're like, the fuck the end. They're just left. It's like, now we have a thing we can't use because no one knows how to use it like, that's that's a real thing. Engineers, the most valuable position video games, at least that's what GIO Corsi told me, said engineers may animation engineer, I think specifically he said, is the job that if you want to, if kids your thinking about going into video game school, that's the job you want. They want to work these hundred hour weeks. No. Well, at least she'll make money, I guess. The other thing to consider to do are these people Stallard? Are they getting overtime like for you need to make sure that if you are asking crunch of your team that you are taking care of them monetarily and you're not just like you're salaried. Fuck off. Absolutely. I mean, even like the, I think that's why people are so kind of, you know amped up about this because in the wake of the telltale follow where you had a bunch of those people who were salaried saying, I worked overtime. I did crunch on these games and look what I got for it a whole lot of fucking nothing, you know and they're like, so be wary. If an employer asks you to cruncher work overtime, make sure that you're going to get some kind of benefit from that. And I think that obviously varies studio to studio, and I don't wanna make any generalizations about how rockstar treat their employees financially because I have no idea or insight into that whatsoever. I can only hope that they're all well taken care of given the financial success of that studio and its parent companies. But I want to touch again on what you said about normalizing this kind of behavior because it comes back to what these two developer said at the end here about saying that, you know, even though you know Dan Houser and said, hey, you know, this is just me and my small team of four people were working. He's hours. We don't expect other people to do this. That's such an easy thing for him to say as the guy that top of the food chain at that studio to be like, I'm going to work this, but you don't have to as somebody who probably would look up to him. I would imagine if you work at rockstar games because you're passionate about the products that they're working on, and their legacy is a studio, and you look up to the house and go, hey, you built something really amazing something historic record setting in the industry. I want to impress you this up there working. One hundred hour weeks. You aren't gonna be punching in nine and punch it out at five. You know, this is not the way it's going to work, and I think that pressure is the thing that people at the top people in leadership positions need to be aware of and they need to address, you know, the not to say that they should be working less. I would never tell somebody who runs their own business to work less because Hello, we run our own business here. We work a lot, but I would say just be mindful of the people that are underneath you that may be can't work as you do. Maybe don't get the financial windfall when the game ships eighty five million copies.

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