If you have ever considered working for EA Games

SonGohan

Made of Wood
20 Year Member
Joined
Aug 22, 2001
Posts
23,660
Don't think I'd ever want to work for a shitty company like EA. Isn't there somebody on these boards that works for them? Funny.
 

Mike Shagohod

Stray Dog Grunt
20 Year Member
Joined
May 16, 2002
Posts
13,947
:oh_no:

I stopped liking E.A. after that one shooter they developed for the Import Saturn back in the late 90's, though the title slips my mind these days. Actually other than the Road Rash games I always thought they were ass. As a publisher my hat goes off to them for the recent Red Dawn-esque Freedom Fighters, but personally I wouldn't want to work for a company like that. Interesting reading though.

MERCENARY X99
 

terry.330

Fuckin’ Voodoo Magic Mon
20 Year Member
Joined
May 4, 2004
Posts
14,039
No, I haven't liked EA since the FIFA games on the Genesis. I imagine working for them would suck big time.
 

Syxx573

Azura's Swordsmith
Joined
Oct 17, 2003
Posts
3,519
Haha... that's what I thought at first too but he has a wife and kid.
 

aria

Former Moderator
Joined
Dec 4, 1977
Posts
39,546
Here's even more on the topic

Yeah, that post and much more made a very damning article in the NY Times Sunday Business section.


Here's the article (and the cool graphic they made for it):

When a Video Game Stops Being Fun
By RANDALL STROSS

21digi.xl.jpg


CHARLES DICKENS himself would shudder, I should think, were he to see the way young adults are put to work in one semimodern corner of our economy. Gas lamps are long gone, and the air is free of soot. But you can't look at a place like Electronic Arts, the world's largest developer of entertainment software, and not think back to the early industrial age when a youthful work force was kept fully occupied during all waking hours to enrich a few elders.

Games for video consoles and PC's have become a $7 billion-a-year business. Based in Redwood City, Calif., Electronic Arts is the home of the game franchises for N.F.L. football, James Bond and "Lord of the Rings," among many others. For avid players with professional ambitions to develop games, E.A. must appear to be the best place in the world. Writing cool games and getting paid to boot: what more could one ask?

Yet there is unhappiness among those who are living that dream. Based on what can be glimpsed through cracks in E.A.'s front facade, its high-tech work force is toiling like galley slaves chained to their benches.

The first crack opened last summer, when Jamie Kirschenbaum, a salaried E.A. employee, filed a class-action lawsuit against the company, accusing it of failure to pay overtime compensation. He remains at the company, so I spoke with him by phone last week to get an update. He told me that since joining E.A. in June 2003 in the image production department, he has been working - at the company's insistence - around 65 hours a week, spread over six or seven days. Putting in long hours is what the industry calls "crunching." Once upon a time, the crunch came in the week or two before shipping a new release. Mr. Kirschenbaum's experience, however, has been a continuous string of crunches.

Crunches also once were followed by commensurate periods of time off. Mr. Kirschenbaum reports, however, that E.A. has scaled back informal comp time, never formally codified, to a token two weeks per project. He said his own promised comp time had disappeared altogether. At this point, he said he would be glad to enjoy a Labor Day without laboring, or eat a Fourth of July spread at some place other than his cubicle, pleasures he has not enjoyed for two years. The company said it had no comment on the lawsuit, but it is likely to argue that Mr. Kirschenbaum's image production position is exempt from the laws governing overtime compensation.

A few days ago, another crack opened - one large enough to fit a picture window. An anonymous writer who signed herself as "E.A. Spouse" posted on the Web a detailed account of hellish employer-mandated hours reaching beyond 80 hours a week for months. No less remarkable were the thousands of comments that swiftly followed in online discussion forums for gamers and other techies, providing volumes of similar stories at E.A. and at other game developers.

I learned the identity of the E.A. employee described in the anonymous account and spoke at length with him in person late one night, adding a third shift to the day's double that he'd already worked. He seemed credible in all respects, in his command of technical detail, in his unshakable enthusiasm for the games he works on - and in his pallor.

For around $60,000 a year in an area with a high cost of living, he had been set to work on a six-day-a-week schedule. On weekdays, his team worked from 9 to 10 (that is, 9 a.m. to 10 p.m.), and on Saturdays, a half-day (that means 9 to 6). Then Sundays were added - noon to 8 or 10 p.m. The weekly total was 82 to 84 hours.

By tradition, Silicon Valley employers have always offered their bleary-eyed employees lottery tickets in the form of stock options. E.A.'s option grants, however, offer little chance of a Google-like bonanza. An employee who started today with an options package like that of the E.A. worker just described (and who stayed with the company the four years required to fully vest) would get $120,000, for example, if the share price quadrupled - and proportionally less for more modest increases. The odds of a skyrocketing stock grew much longer this month, when the company said competition had forced it to cut prices on core sports titles.

Still, the company is a generous warden: free laundry service, free meals, free ice cream and snacks. The first month, the E.A. employee recalled, he and his colleagues were delighted by the amenities. But he said they soon came to feel that seeing the sun occasionally would have had more of a tonic effect.

This employee, who has not had a single day off in two months, is experienced in the game software business. But he said he had never before had to endure a death-march pace that begins many months before the beta testing phase that precedes the release of a project.

Jeff Brown, a company spokesman, declined to comment on E.A. Spouse's allegations. Mr. Brown did say that the company was interested in its employees' opinions, as illustrated by its employee survey, conducted every two years. This suggests that it needs to conduct a survey to learn whether a regular routine of 80-hour weeks is popular among the salaried rank and file.

Asked about reports of employees working long, uncompensated hours, Mr. Brown responded that "the hard work" entailed in writing games "isn't unique to E.A." He is correct; smaller studios demand it, too. The International Game Developers Association conducted an industrywide "quality of life" survey this year documenting that "crunch time is omnipresent." The study urged readers to tell "the young kids just starting out" in the industry to reject the hours that lock them into "an untenable situation once they start wanting serious relationships and families."

Electronic Arts' early history has none of the taint of present labor practices, and many who are acquainted with the old E.A. and the new E.A. have publicly lamented in Web forums the disappearance of the generosity practiced by Trip Hawkins, who founded the company in 1982. Mr. Hawkins, who has not been associated with E.A. for many years, said that he was not surprised by E.A. Spouse's story. He called today's E.A. a corporate "Picture of Dorian Gray," its attractive surface hiding a not-so-attractive reality.

INDEED, E.A. is noticeably young in appearance. After Randy Pausch, a computer science professor at Carnegie Mellon University, spent a sabbatical last spring as a researcher at the company, he wrote, "I am 43 and I felt absolutely ancient during my time there." He said the place felt to him like "Logan's Run," the 1976 science fiction movie in which no one is allowed to live past 30 - and he felt even older when he realized that the 20-somethings were too young to know the reference.

The company has 3,300 employees in its studios developing game titles, and it hires 1,000 new people a year. (Company officials said voluntary turnover is about 10 percent annually.) In the past, it has hired only about 10 percent of new studio personnel directly from college; it has set a goal of increasing that to 75 percent, which would skew the median age still younger.

Professor Pausch listed cost savings from lower salaries as one reason E.A. wishes to shift hiring to a younger group. The company also recognizes that fresh graduates are the most suggestible; Professor Pausch said he heard managers say that "young kids don't know what's impossible." That, however, they will learn when they get their schedules.

Randall Stross is a historian and author based in Silicon Valley. E-mail:ddomain@nytimes.com
 

RAINBOW PONY

DASH DARK ANDY K,
20 Year Member
Joined
Apr 15, 2002
Posts
24,310
the only EA game i ever bought full retail were the james pond games on genesis. they just never make anything that interests me.
 

JHendrix

Jello Pudding Pop, Y'know? Like that whole Bill C
Joined
Jun 27, 2001
Posts
9,436
I don't have many EA games, but I do know that Burnout 3 is awesome.
 

Big Shady

Kyukyogenryu Black Belt
15 Year Member
Joined
Apr 16, 2003
Posts
4,945
SonGohan said:
Don't think I'd ever want to work for a shitty company like EA. Isn't there somebody on these boards that works for them? Funny.
Yes, I am that person. I did work for them on Madden 2005. Yes, we did have crunch time. Yes, there was long hours. No, though, there was compensation for overtime. No, I could leave when I needed too. The long hours I worked, I volunteered for.

I worked for the Tiburon house, and I never felt abused working there. There is an option for a 4-6 week PAID VACATION at the end of a project. The accounts you have read are all from the EA Redwood studios. From what I understood at my time at EA Tiburon that the West Coast studios were slacking and poorly managed. I did not believe it at first until we tested LOTR: Battle for Middle Earth where we doubled their bug count in ONE DAY! The West Coast studios sound so poorly managed and from these accounts like slave hearders.

I never felt like EA Tiburon left me high and dry. They were great to work for and I look forward continuing my work there as a developer when I graduate in May. These Live Journal enteries and Law Suits are really pissing me off, cause it's not true at the studio that produces their money makers, Madden/NCAA. And do not let anyone fool you that EA is the only studio that crunches. I'm sure Bungie, Valve, or Retro Studios had huge crunch periods.

If you can't take the heat, get out of the business. :shame:

I hope this post clears somethings up.
 

aria

Former Moderator
Joined
Dec 4, 1977
Posts
39,546
Big Shady said:
I hope this post clears somethings up.

What a refreshingly different view. Thanks for adding your 2 cents, it really helps understand what may be up behind all of this.
 

daybona

Juz,
Joined
Jul 4, 2002
Posts
2,529
I've often though of getting into game development but feared that everything else in my life would have to be put on the back burner.

This thread confirmed my suspicions. I don't get this whole "cruch time" thing. WAAY too much shit gets released.

I say take your time and make a quality product. I don't need a new game every week.

But I guess I'm not your average John Q gamer.
 

Hikaru Ichijyo

Thundercock,
Joined
Aug 5, 2002
Posts
1,826
Heh...I just spent the last 3 hours reading tons of responses to that blog and the other link that was posted. To say I'm mortified is an understatement. I would have never believed crazy shit like that went on in a normal workplace, let alone an industry like entertainment software.
 

Big Shady

Kyukyogenryu Black Belt
15 Year Member
Joined
Apr 16, 2003
Posts
4,945
daybona said:
I've often though of getting into game development but feared that everything else in my life would have to be put on the back burner.

This thread confirmed my suspicions. I don't get this whole "cruch time" thing. WAAY too much shit gets released.

I say take your time and make a quality product. I don't need a new game every week.

But I guess I'm not your average John Q gamer.
You wish you could take all the time, but deadlines MUST be met. If you're not one of the big guns (Mario, GTA, HALO, etc.) and miss the holiday release, you're pretty screwed. Less Time = More Money in most cases.
 

Lets Gekiga In

Neon Night Rider
20 Year Member
Joined
Jan 11, 2003
Posts
11,919
Hikaru Ichijyo said:
Heh...I just spent the last 3 hours reading tons of responses to that blog and the other link that was posted. To say I'm mortified is an understatement. I would have never believed crazy shit like that went on in a normal workplace, let alone an industry like entertainment software.
Read Big Shady's posts.
 
Top