Home | Meetings | Forum | Directions | Members | Resources | Email List | Wiki | Admin

« Meeting Announcement: Tuesday, June 20th, 2006 | Main | Mod Project Update - HolyStrike on hiatus for the summer! »

June 20, 2006

Meeting Report: Tuesday, June 20th, 2006

Developers Discuss Quality of Life with Erin Hoffman (aka "ea_spouse")

We had an excellent meeting tonight featuring a lively discussion about Quality of Life lead by Erin Hoffman! She related some of her experiences, findings and research on some of the causes of bad quality of life at different studios in the industry and solutions to these problems. Local developers pitched in with their own 'war stories' and methods for reducing crunch time. Bret Dunham also gave an update on HolyStrike development which is on hold till the end of the summer. Studios and schools represented by the forty people in attendance were Vicarious Visions, 1st Playable, Spiral Design, Mildred Elley, Russel-Sage, RIT and RPI. A big thanks goes out to Erin for leading the discussion and for the chapter coordinators and volunteers that helped set up the meeting.

Here are detailed meeting minutes by Casey O'Donnell:

IGDA Meeting Minutes
Tuesday, June 20, 2006
6:30 p.m. DeJohns Restaurant and Pub
Erin Hoffman Leading a Discussion on Quality of Life

The evening began with a very brief introduction for Erin Hoffman, which could be summed up with the question, "Has anyone here not read the original ea_spouse post?"

The discussion began with attendees voicing particular aspects of which they thought had significant impact on quality of life (QoL), and discussion led by Erin, who would often begin by commenting on the ways in which that aspect was being addressed in some companies or by the IGDA at large. In some cases the more problematic elements or legal issues associated with an aspect would also be brought up to provide the opportunity to more closely examine the complexity of the problem. Attendees would comment on positive and negative experiences associated with each aspect, and ways in which it might be approached in the future.


Erin is in the middle wearing the IGDA t-shirt.

Particular features of QoL discussed during the discussion were:


    1. Bottom Up or Top Down?
  • The question of whether QoL of life was a top-down or bottom-up issue was discussed, though no closure was given to the problem. Many seemed to agree that it could not be entirely one or the other, but that something must be done in both directions to make any sort of meaningful change in the industry.

  • 2. Overwork
  • The discussion of overwork ranged over numerous topics. Some addressed government sponsored research demonstrating the ineffectiveness of overworked employees. Others brought up the role of 'salary' versus 'hourly' pay rates in the industry. This led to a discussion of California court cases and ongoing court cases in Florida which are shaping the future of payment mechanisms of creative and technical workers. The difficulty in defining productivity for creative and technical workers was also brought up.

  • 3. Management and Leadership
  • Effective and experienced leadership was seen as a key component to good or bad QoL. The differentiation between leads and managers was also made. Some brought up the role of managers in not just managing employees, but managing the expectations of those above them.

  • 4. Corporate Communication
  • This issue too focused on the importance of bidirectional communication in game companies. Communication must effectively move both up and down for good QoL. This was also related to effective management, but was seen more broadly and an issue on its own. For companies that run on information, information flows can be very ineffective within companies.

  • 5. Corporate Stability
  • This discussion focused primarily on the rapid growth and then rapid contraction that many companies undergo when ramping up production for a large project, then realizing that too many employees are on board during periods of non-production.

  • 6. Planning and Processes
  • Many of the issues were also seen to be critically linked to the difficulty of planning within the industry. This is in part due to its age and history in "garage" style development. TSP was brought up as one example of how planning techniques from other industries were being brought in to help plan in the game industry.

  • 7. Corporate Vision/Values
  • Corporate values or vision was seen as something which could dramatically alter the QoL within an organization. Particular items like time off for volunteer work were addressed. Other issues like a companies interest in working with the surrounding community were raised.

  • 8. Lowest Common Denominator and Availability of Human Resources
  • The trouble of QoL dropping to the lowest common denominator was brought up. That in some cases because there is a tendency for game companies to be competitive, they must all drop down the level of those with the worst QoL. That the idea that companies that "work the hardest" produce the best games.

  • 9. Structure of the Industry
  • The relationship with retail chains and consequences of online distribution (Steam or MMO's for example) were briefly discussed as having impacts on QoL.

  • 10. Globalization and Corporate Profiles of QoL
  • The question of if there were particular company profiles that crunch more than others was brought up and briefly discussed. The consequences of globalization and QoL issues in other countries was brought up.

  • 11. Educational Aspects of QoL
  • The question was raised about the role that education can play in improving QoL. Katherine Isbister said that one way is by exposing students to industry issues while they are in school by having professional developers visit classes.

Ongoing QoL projects which interested individuals can take part in:

1. IGDA Employment Contract Certification
2. IGDA Bill of Rights
3. IGDA Code of Ethics
4. Gamewatch.org


Tobi, Jacob, Eun-Yeung and Joel from 1st Playable.


Upcoming Events

Katherine Isbister will be having a book release celebration party on July 6th at Market Block Books in downtown Troy, NY. Read more about it in the official announcement.

In mid to late august we will be having our next official Chapter meeting featuring Leo Zuniga, a designer from Vicarious Visions. Leo will be doing a design focussed talk based on his experiences working on handheld Game Boy Advance and Nintendo DS Games.

Posted by IanStead at June 20, 2006 10:07 PM

Comments

Post a comment

Thanks for signing in, . Now you can comment. (sign out)

(If you haven't left a comment here before, you may need to be approved by the site owner before your comment will appear. Until then, it won't appear on the entry. Thanks for waiting.)


Remember me?