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Dec 3rd, 2004 07:08 PM
Phunman Thats why Im all up in yo greral!
THRYN TO GET CHA TO a HO-TEAL!
Dec 3rd, 2004 06:58 PM
soundtest Looks like the spouse's blog entry has had an effect...

http://www.kotaku.com/gaming/busines...emo-026800.php

Quote:
Originally Posted by EA Internal Memo
The last few weeks of reading blogs and the media about EA culture and work practices have not been easy. I know personally how hard it is when so much of the news seems negative. We have purposefully not responded to web logs and the media because the best way to communicate is directly with you, our team members.

As much as I don’t like what’s been said about our company and our industry, I recognize that at the heart of the matter is a core truth: the work is getting harder, the tasks are more complex and the hours needed to accomplish them have become a burden. We haven’t yet cracked the code on how to fully minimize the crunches in the development and production process. Net, there are things we just need to fix. And the solutions don’t apply to just our studios — the people who market, sell, distribute and support the great games that our Studios create, all share a demanding workload.

Three weeks ago we issued our bi-annual Talk Back Survey and more than 80 percent of you participated – much higher than the norm for a company our size. That tells me you care and are committed to making EA better. In the next 30 days we’ll have the survey results and we will share them openly with you by the middle of January.

Your feedback in the Talk Back Survey will help us make changes in the coming year, but we’re not waiting — some changes are already in the works in the Studios. Here are just a few:

The Studios will be moving to a consistent application of the Renderware Platform. We bought Criterion because we believe there is no better technology platform (25% of all games in our industry are being built on RW). Having a standardized technology approach will save us from having to re-invent the wheel over and over. It will save time and effort we used to spend navigating technology issues.

Every member of the Studio will have gone through Pre-Production Training by the end of December (Tiburon will be going through their training in January when they move into their new facility). We understand the toll taken on our teams when we change directions late in the process. We are putting more teeth in our preproduction discipline to ensure that we more fully define and agree (at all levels) on what the features of the game will be before we scale up teams.

We’ve started a Development Process Improvement Project to get smarter and improve efficiency. Just as we have revamped the Pre-Production process, we are now creating a Product Development Map that will provide earlier decision-making (on SKUS and game features), improve our consistency of creative direction, and lessen the number of late in the process changes, firedrills, and crunches. We will be rolling these changes out over the next year.

We are looking at reclassifying some jobs to overtime eligible in the new Fiscal Year. We have resisted this in the past, not because we don’t want to pay overtime, but because we believe that the wage and hour laws have not kept pace with the kind of work done at technology companies, the kind of employees those companies attract and the kind of compensation packages their employees prefer. We consider our artists to be “creative” people and our engineers to be “skilled” professionals who relish flexibility but others use the outdated wage and hour laws to argue in favor of a workforce that is paid hourly like more traditional industries and conforming to set schedules. But we can’t wait for the legislative process to catch up so we’re forced to look at making some changes to exempt and non-exempt classifications beginning in April.

So, there are things in the works short-term, longer-term, along with those ideas that will come from you over the next few months.

Here is what I know about our progress as a Company.

First, we have the best people in this industry and arguably in the entire entertainment industry. Globally, we are now over 5000 strong and we continue to win in the market place. Year after year, our games finish at the top of the charts with the best ratings. We like to compete and we like to win.

Second, we’re doing something that no one has ever done before: No entertainment software company has ever scaled to this size. We take it for granted sometimes, but it’s important to recognize this fact. Every day is a learning day with new competitors, new consumers, new people working on bigger teams – and all of this amid rapidly changing technology. We experiment, we learn from our mistakes, we adapt and we grow.

Most important: we recognize that this doesn’t get fixed with one email or in one month. It’s an on-going process of communication and change. And while I realize that the issue today is how we work – I think we should all remember that there are also a lot of great benefits to working at EA that are not offered at other companies. With some smart thinking and specific actions we will fix these issues and become stronger as a company.

Thanks for taking time to read this.

Rusty
Dec 3rd, 2004 02:42 PM
soundtest I think this whole "if you don't like it, just leave" attitude is very disappointing. Someone shouldn't be frowned upon for wanting to see improvement in the working conditions and practices in their company. EA should change, not the employees.
I hate to say it, but programming in general seems to be heading down the road to becoming factory work, and if employees don't demand better conditions in the workplace now, then working conditions like those at EA may become the norm and not the exception. More likely though is that salaries will just drop dramatically.
Dec 3rd, 2004 02:17 PM
DamnthatDavid Regardless, a company should know how to treat the workers.
it's a trite saying, but it's true, "A happy worker is a productive worker" If you are in constant crunch time, and your working on code, you develop a bad attitude. The most I have done is video editing, nothing compared to the endless lines of code software engineers deal with, but even then, after a week of staring at the same video, tweaking it again and again, you start to loose paitence, and you develop a negetive moral. Which others pick up, and it lowers the productivity of the entire area.

For example, look at Ikea. Every college student/highschool student wants to work at that store. They give so many benifets and they make sure the employees are happy.
Dec 3rd, 2004 08:55 AM
AChimp I'm not talking about "game designer" positions. I'm referring to the software developer positions; the people who take what the designers want and make it happen. Lots of people don't separate the two jobs. Even I didn't until I started working. Sure the developers come up with ideas and things go back and forth, but by and large, the designers design the game and the type of creativity the developers get to contribute is what goes under the hood. Especially in a large company with piles of programmers.

"Hey Bob! The new guy says that our game would be really cool if we had a plasma gun that shot purple balls of lightning and doubled as a flamethrower!"
"Holy shit! He's right. All our planning for the last few months was a waste of time. Let's get on that right away."

It just doesn't happen that way, and I shake my head when I talk to fellow students who think that they'll get their "dream job" doing that.

Quote:
Designing a game and sifting through it to make sure it's functional is not like putting labels on bottles in a factory.
That's QA's area of expertise. Developers make sure that the stuff works, yeah, and that the builds don't crash but we don't spend an entire day testing every little feature that we implement to the Nth degree. Code it, test it, integrate it and let QA tell you if there are any specific problems tomorrow, because a) they know more about how it's supposed to work than you do and b) they're not programmers, they don't think like programmers and they're better at noticing problems we tend to gloss over.
Dec 3rd, 2004 05:48 AM
FS AChimp, you're simultaneously saying there's plenty of people wanting to get a job as a game designer, and at the same time that it's easy to find a job. There's plenty of competition in that field, which is probably the reason why EA can allow themselves to treat their workforce like little Korean kids.

"It's not hard to find a job." Seriously, that's nonsense. Designing a game and sifting through it to make sure it's functional is not like putting labels on bottles in a factory. If your employees actually have to use their head to do what they're doing, you shouldn't bully them into a state where they'll easily start to make mistakes. It's not like they're demanding a coffee machine in every office and golf carts to race through the halls with. Just that the boss doesn't make a sport out of tricking them into working the most hours for the standard pay.

Quote:
2) If you're working double normal hours and you could support yourself on the wages of a normal work week, you should be able to save enough money in two months to stop work and have two months to find another job.
As the letter said, they don't get paid overtime.
Dec 3rd, 2004 12:17 AM
Perndog 1) Yes.

2) If you're working double normal hours and you could support yourself on the wages of a normal work week, you should be able to save enough money in two months to stop work and have two months to find another job.

3) And if you couldn't support yourself on your wages from normal hours, good fucking luck!
Dec 3rd, 2004 12:13 AM
Ant10708 Is updating your resume and finding a job online really as easy as posting on I-mockery?
Dec 2nd, 2004 10:02 PM
AChimp If you have time to post on I-Mockery during what I assume was a work day for you, then you have time to update your resume and search for a job online.

But seriously, has it been worth it for you to move to LA/SanFran (?) to work, especially since EA is such a shitty place to be? With the dollar improving, it's starting to look less lucrative to necessarily south.
Dec 2nd, 2004 09:50 PM
Buffalo Tom
Quote:
Originally Posted by AChimp
If working for EA is so bad and you're so demoralized, WHY CONTINUE WORKING FOR THEM? The amount of time that it takes to write a four page rant on your LiveJournal could be better spent updating your resume. Is it really worth it to work there if you have to put in 80 hour weeks non-stop?

For EA, it doesn't matter if their workers like it. There are slavering hordes of graduates who's sole reason for getting a CS degree was to write games. They'll never run out of people to hire.
Spoken like a person still living the insular life of a university student. Try moving on when you don't have the time to look for a job or update your resume because you're in crunch. Come back to me in a few years when you're struggling to juggle personal and professional commitments.
Dec 2nd, 2004 09:50 PM
AChimp I've been working in the industry for a year now, and I get to talk to people from all parts of it.

It's not hard to find a job. No one should feel like they'll be out on the street if they leave EA, because as long as they know their stuff they'll find work. You just have to leave your GenX attitude at home and stop thinking that people owe you something. If you honestly feel like shit because you're working at EA, then QUIT. Allowing yourself to become a victim is useless.
Dec 2nd, 2004 08:04 PM
ziggytrix Way to suck that hypothetical corporate cock, AChimp.

When you finally get out of University and enter the workforce I doubt you'll be so smug.
Dec 2nd, 2004 06:36 PM
AChimp If working for EA is so bad and you're so demoralized, WHY CONTINUE WORKING FOR THEM? The amount of time that it takes to write a four page rant on your LiveJournal could be better spent updating your resume. Is it really worth it to work there if you have to put in 80 hour weeks non-stop?

For EA, it doesn't matter if their workers like it. There are slavering hordes of graduates who's sole reason for getting a CS degree was to write games. They'll never run out of people to hire.
Dec 2nd, 2004 05:12 PM
hix1122 Well they are japs, and they killed people in WWII, so they dont matter.
Dec 2nd, 2004 04:54 PM
thebiggameover i have never owned a EA game, and after reading this i never will.

but just to play the devil's ad-vo-cate, dont they do the same thing in japan? in fact, isnt all of japan's workforce like this?
Dec 2nd, 2004 04:20 PM
Buffalo Tom
Quote:
Originally Posted by AChimp
Every blog entry that I read by some EA employee (or former EA employee) or their spouse always whines about the lack of overtime pay, as if somehow that would make it all better. This one was no different.
Then you're not obviously reading the blogs I've read. It's not about overtime pay. It's about having crappy pre-production planning that results in re-working code when you're in the middle of the BETA PHASE, which in turn results in developers being required to put in crunch hours to fix a problem that would not have existed if proper design practices had been followed early in the project. It's about having INSANELY compressed development schedules, because you want to squeeze out as much money from a movie license as possible, which necessitate being in crunch for 12 MONTHS. It's about death-marching your people from project to project, to the point of BURNOUT AND EXHAUSTION, without a moment of respite so that they can regain some of the creative juices that make great, classic games.

Everybody in this industry understands that crunch is part of the business. That is one of the first things they tell you in the interview process. What I object to is that big companies use crunch as a standard work practice throughout the whole development schedule, instead of only being used in the last few weeks to get a project to a AAA level. I know people who were moved from project with a difficult crunch cycle to another with a similiar situation. That's just stupid if you're burning your best and brightest like that, and it's just not fair.

Quote:
Originally Posted by AChimp
A large portion of developers a) don't have a family and b) don't have a girlfriend/wife either. It doesn't matter to them if they work 12 hours a day, because they have nothing else to do with their time anyways! Look around your office and I'm sure you'll see the kind of people that I'm talking about.
I'll repeat what I said: you don't know shit. Almost every person on my team has a significant other and family they would love to see, and it is disheartening when you can't even spend time to have dinner with them. It creates low morale for your team that no amount of 'rah rah' speeches from executives will ever alleviate. You try being creative and productive when you're so demoralized like that.
Dec 2nd, 2004 03:36 PM
AChimp
Quote:
Originally Posted by Buffalo Tom
Dude, you don't know shit. It's not about overtime money. It's about having work-life balance, which EA says it is committed to, though they don't have concrete policies to ensure this balance exists. How the fuck can you enjoy your success as a video game programmer, when the company is death-marching you from project to project? Crunch time should only be used to put the final touches on a AAA product. It shouldn't be a general work practice, as EA uses it. Trust me, I know.
Every blog entry that I read by some EA employee (or former EA employee) or their spouse always whines about the lack of overtime pay, as if somehow that would make it all better. This one was no different.

Everything I've heard about working in the game industry sucks. As far as I've been told, you can be working on the project that will sell a million copies in the first five minutes of release one day, and then come in the next morning to find out that the project has been canned. EA has dozens of projects going on at any given time; the ones that make it to the point of no return the fastest are the ones that get releases (regardless of their suck level) and that, in turn, makes the managers and dev leads in charge of it look better because, hey, they finished *their* project.

A large portion of developers a) don't have a family and b) don't have a girlfriend/wife either. It doesn't matter to them if they work 12 hours a day, because they have nothing else to do with their time anyways! Look around your office and I'm sure you'll see the kind of people that I'm talking about.

Bottom line is just what EA's HR department says. If you don't like it, you can work somewhere else. There's plenty of better companies out there.
Dec 2nd, 2004 01:59 PM
MetalMilitia EA sucks :/

They already proved this with all the shitty games they keep makeing.
Dec 2nd, 2004 12:31 PM
Buffalo Tom
Quote:
Originally Posted by AChimp
Davidson somethingorother bought Blizzard.

Anyways, I've read these kinds of stories before, and I have no sympathy whatsoever for these people. They know what they are getting into ahead of time. The software development industry in general demands long hours. It is expected no matter what company you work for.

This overtime stuff is BS. You're on a SALARY. You don't get paid overtime when you're on a salary. This isn't some blue-collar unionized job with an hourly wage.

If people took the time to actually read their contracts instead of just signing them and thinking "OMG OMG OMG I GET TO WORK FOR EA AND MAKE THE NEXT BOND GAME " they would see that stuff like this is right in there.
Dude, you don't know shit. It's not about overtime money. It's about having work-life balance, which EA says it is committed to, though they don't have concrete policies to ensure this balance exists. How the fuck can you enjoy your success as a video game programmer, when the company is death-marching you from project to project? Crunch time should only be used to put the final touches on a AAA product. It shouldn't be a general work practice, as EA uses it. Trust me, I know.
Dec 2nd, 2004 12:18 PM
AChimp Davidson somethingorother bought Blizzard.

Anyways, I've read these kinds of stories before, and I have no sympathy whatsoever for these people. They know what they are getting into ahead of time. The software development industry in general demands long hours. It is expected no matter what company you work for.

This overtime stuff is BS. You're on a SALARY. You don't get paid overtime when you're on a salary. This isn't some blue-collar unionized job with an hourly wage.

If people took the time to actually read their contracts instead of just signing them and thinking "OMG OMG OMG I GET TO WORK FOR EA AND MAKE THE NEXT BOND GAME " they would see that stuff like this is right in there.
Dec 2nd, 2004 09:55 AM
ziggytrix I think Vivendi bought Blizzard too. The smaller companies just can't surivive in today's market. Every "successful" copany has to follow the Wal-Mart model. Sucks.
Dec 2nd, 2004 08:12 AM
FS speaking of which, doesn't buffalotom work at EA?
Dec 2nd, 2004 07:11 AM
Imadjinn

No shit, I have a tear in my eye.

That's the problem with big companies. The power can go to their heads and they want more and more, at any and all cost (just not to themselves personally).

If I actually played EA games, I would feel horribly guilty right about now.
Dec 2nd, 2004 05:15 AM
FS
Quote:
Originally Posted by Dr. Boogie
They should go to work for 3D Realms. Those guys have no crunch time.


That's a pretty terrible story. You'd think a billion dollar company like EA would have better things to do than torture their employees with some screwed up concept of efficiency. And it doesn't just show disrespect for the employees, but for the product too - it's like they're considering the production of their games to be just factory work.
Dec 2nd, 2004 01:16 AM
EisigerBiskuit Someone said that their teacher worked for EA and got the same crap. I'm sick of big companies pushing us around
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