GTA 6 Developers Unionize

(rockstarintel.com)

91 points | by AndrewKemendo an hour ago ago

38 comments

  • WarmWash 33 minutes ago ago

    Can anyone comment on why "big video game" dev pay has lagged "big tech" pay so badly? Ostensibly they are doing remarkable similar engineering problem solving, so why is there such a disparity?

    • ryandrake 29 minutes ago ago

      Is it as simple as supply/demand? People love games and game-loving developers are willing to take lower compensation to be in the industry? As a former obsessed gamer, I remember in my 20s I almost would have been willing to work at iD Software without pay if they let me.

      • agentgt 13 minutes ago ago

        I think it is mostly just margins. Sure there are lots of people willing to work for no very little money for game dev but I would say there are tons of people willing to work for very little money for FAANG companies because they want that on their resume.

        In fact since we are on hackernews that is kind of thing people wanting to be entrepreneurs do. Work at recognizable big tech company for a few years. Leave to be a founder of a startup. Investors ... well that guy came from google they must know what they are doing etc (the irony is they probably have less of the skills to start a company going that path).

        • yCombLinks 8 minutes ago ago

          They want it on their resume primarily to make more money and have a better career in terms of getting hired, etc. Very different motivation. They'd only work at a FAANG for free long enough to get that bump. Game devs however would work for many years underpaid because they like what they're creating.

          • agentgt 3 minutes ago ago

            ~~Perhaps now especially since these companies are predominately hiring oversees contractors but circa 2009-2015 when I was around entrepreneurs and startups this was discussed.~~

            ~~Ultimately the goal is the same: make more money. So I disagree the motivation is "very different" its just a lot harder now to do a startup.~~

            You kept editing your comment so disregard the above.

    • bwestergard 20 minutes ago ago

      I am a unionized software developer in media, not games. I helped the game workers at Blizzard unionize and they all spoke of the "passion tax". One reason the "passion tax" is possible for employers is that there seems to be a degree of labor monopsony for the kind of development done by AAA game studios. In this respect it's quite a bit like Hollywood film production in its heyday.

      • ygouzerh 9 minutes ago ago

        Thanks, you taught me a new concept, monopsony today, I didn't knew it got a name!

    • diath 20 minutes ago ago

      It has not lagged behind depending on how you look at it, video game development can be split into engine programming and gameplay programming. For engine programming, you only need a handful of senior engineers specializing in low level details of a video game engine, and these will get paid high appropriate wages that match industry standard salaries. For the gameplay programmers, they just seek the cheapest labor that can do "quantity over quality" type of work to pump out content and there's a large pool of juniors/interns that will accept these low wages just because they want to be a part of something popular.

      • rowanG077 12 minutes ago ago

        But don't bad gameplay programmers implement gameplay badly? If that is truly the state of the industry that explains all the modern games with extremely mushy controls.

    • flohofwoe 26 minutes ago ago

      Modern AAA video game development has much more in common with a traditional factory assembly line than a typical tech startup (for better or worse) - or maybe movie production is an even better comparison (especially now where most of the production seems to happen 'in post').

      Also VC doesn't seem to be all that interested in investing into game dev companies, I guess because it's such an extreme hit-and-miss business (e.g. even when a game-dev company lands a massive hit, the next attempt may be a massive flop and sink the whole company).

      > Ostensibly they are doing remarkable similar engineering problem solving

      The engineering problems have been mostly outsourced to Unity and Epic Games (e.g. Unreal Engine)

      • LPisGood 14 minutes ago ago

        That’s only true in some instances. Do most AAA titles like Call of Duty, GTA, etc use Unity or Unreal?

        • flohofwoe 10 minutes ago ago

          In the last few years the pendulum has been swinging back from inhouse engine to Unreal Engine. There are a couple of holdouts, but my guess is that the majority of AAA games currently released are back on UE - at least it feels that way ;)

          And Unity always ruled supreme for AA and mobile games.

        • DrBenCarson 12 minutes ago ago

          Most massive studios have their own which they use across a bunch of titles

    • HugoTea 29 minutes ago ago

      I think a never-ending pool of young, fresh, and naïve graduates happy to sell their soul to make video games has been a strong contributor for low wages for a while. Any time someone gets too senior, just replace them with another graduate. Naturally, the product quality and timescale suffers too.

    • DrBenCarson 13 minutes ago ago

      Video game development is largely grunt work outside of the engine

    • Thaxll 9 minutes ago ago

      Major studio pay the same as in tech for the base salary, the big difference is in bonus/stock.

    • rayiner 15 minutes ago ago

      Supply and demand. There's a high supply of people who want to work in video game development, which drives down the price of labor. It's the same reason why nearly all actors work for a pittance.

    • moooo99 20 minutes ago ago

      Because pay is not directly correlated to technical finesse. It is primarily dictated by how much money a company can expect to make.

      And Advertising (FAANG) is insanely profitable, while doing software in other difficult fields (firmware in automotive or embedded, etc) may be technically challenging, but the margin is is only like 6-10% max

      • LPisGood 13 minutes ago ago

        Only 2 of the letters in FAANG are primarily advertising companies.

    • jrmeyer2 30 minutes ago ago

      Supply and demand would suggest that there's more supply of those willing to be paid less to work in entertainment 'on games' to meet the demand. Would be cool to see actual economics on it though.

    • tripleee 15 minutes ago ago

      People are willing to work for less because they enjoy the work more. Also wouldn't be surprised if the gaming industry trends younger, so less experience negotiating.

    • para_parolu 21 minutes ago ago

      I work in tech. I would be happy to work on gta 6 for 30% of my current income.

      • SuddsMcDuff 13 minutes ago ago

        Seconday question, for how long do you think you would be happy with that arrangement?

    • bananabiscuit 31 minutes ago ago

      Passion tax.

      • SuddsMcDuff 12 minutes ago ago

        Individuals making choices.

    • neilv 22 minutes ago ago

      I think the usual theory is: So many of us got into computers because we loved playing video games, and wanted to make them, and then loved making games. So the game companies that will pay you money to make games (even if there's a lot of non-fun to it) don't have to pay as much as, say, a surveillance capitalism company of sharp-elbowed careerists.

      IIUC, the majority of FAANG is people who are there, first and foremost, for the paycheck. (And then maybe they get interested in the work, especially if it seems like progress towards a promotion for more money, or because it gave them skills or resume keywords that they can then use to get more money elsewhere. It's the money/career that's interesting first -- craft and product are only a consequence of wanting the money.)

    • dyauspitr 5 minutes ago ago

      Too many people are willing to do it for low pay and long hours because of their passion for it. Also most games are not guaranteed clients and thus profits like with large corporate software.

    • jmyeet 9 minutes ago ago

      It's really the same in any creative industry. Employers exploit you through this combination of factors:

      1. You love the area and are willing to take a cut to work in that area, particularly when the alternative is working on CRMs for a PBM;

      2. Demand for these jobs still exceeds supply; and

      3. The very top of this pyramid makes a shitload of money. If you get to like a Lead Engineer type position, you might be making points on unit sales. And for a big hit that can be big money; and

      4. Historically, indie development wasn't a viable route to making a living but it suffers from the same distortions too. For every Notch or ConcernedApe, there are thousands of pepole who below the poverty line. Look at something as widely regarded (but niche) like Dwarf Fortress. They made bank (and deserved it) from the Steam release but they spent 10+ years making a couple of thousand of dollars a month between the two of them.

      Just look at the music industry. There are artists and bands who are trying to make it, training for years and making $50 to play some local venue and they're just hoping to get noticed. In years gone by that was a record contract. Nowadays, there are alternate routes. Justin Bieber was a Youtube breakout.

      Fun fact: the first artist to have a #1 single without a record contract was Lisa Loeb for Stay in the early 1990s because it was picked up for the sound track (those used to be a big deal) for Reality Bites.

    • fidotron 18 minutes ago ago

      Supply/demand.

      For example, GPU shader programming is something people will practically fight over doing because it's so non obviously utterly addictive.

      I would say dev roles in tech in general that lack an operational component also lag in pay, and much of gamedev is pure dev in a sense the wider tech industry has since largely forgotten exists.

      On the art side it's even more extreme.

    • majorchord 31 minutes ago ago

      Because they put up with it.

    • basisword 30 minutes ago ago

      Has it? A lot of 'big tech pay' is based on US salaries which are astronomical compared with all of Western Europe. And big game companies are lot more spread out globally. For example, in this case they're in the UK so how do their salaries compare with UK dev salaries?

      • connicpu 13 minutes ago ago

        Even in the US, game developer positions tend to pay much lower than the same skills can get you at a "big tech" company.

  • ShinyLeftPad 16 minutes ago ago

    Who would have thought we'll get programmer unions before GTA 6!

  • yieldcrv 3 minutes ago ago

    I always see the same thing:

    “employer seen as blocking union effort”

    I’m wondering if that’s simply a rational thing available to do as opposed to an actual opinion about collective representation whether thats bargaining or something else

    “hey, here’s this regulatory overhead you can completely avoid by merely being present, unless people interested in the regulatory overhead are more persistent. just don't fire them though”

  • HugoTea 32 minutes ago ago

    This is great news, unions not only improve working conditions, but also improve the final product by not having underpaid stressed staff with high turn-over. It's a good sign for the future product quality of any company to see workers unionise.

  • smcl 25 minutes ago ago

    Hell yeah

  • Refreeze5224 41 minutes ago ago

    Solidarity forever! Game devs eat a a lot of crap, so I'm glad they are banding together to bargain collectively.

  • AndrewKemendo an hour ago ago

    On Thursday, the Independent Workers’ Union of Great Britain (IWGB) and Rockstar staff members announced the Rockstar Game Workers Union. This union will be part of the IWGB. The reveal came in the form of an informative video which delves into their motives and what we should be looking out for in the future.