11. apríl 2006

Formal Production Practices for Game-Development

From an article, "Friction Costs", published the new The Escapist issue (link)

More fundamental is the notion that immature practices and extreme working conditions are bankrupting the industry's passion - the love for creating games that drives developers to be developers.

When the average career length of the game development workforce is just over five years and over 50% of developers admit they don't plan to hang around for more than 10, we have a problem.

How can an industry truly grow, and an art form evolve, if everyone is gone by the time they hit 30?

How can we grow beyond an 11.5% female workforce when the level of commitment expected all but negates any hope of raising a family?

Ask yourself what movies would be like if they were created mostly by people with five years of movie-making experience - and were typically male. Spielberg would have checked out way before creating E.T. Same for music, art, books - every art form. J.K. Rowling would never have penned Harry Potter. The examples are countless.
[Full article]


... interesting to say the least!

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