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GTA 6 Developers Unionize (rockstarintel.com)
WarmWash 43 minutes 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 39 minutes 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 22 minutes 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 17 minutes 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 13 minutes 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. I misread it the first time and then it changed. I left my response thats makes no sense now.

yCombLinks 6 minutes ago [-]
Sorry, I didn't make the point I was aiming for initially
agentgt 2 minutes ago [-]
Your new point is excellent btw. I should have considered that.

I also hope it doesn't sound like I don't care for these developers who are being taken advantage of. They should be compensated fairly for their work.

bwestergard 29 minutes 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 18 minutes ago [-]
Thanks, you taught me a new concept, monopsony today, I didn't knew it got a name!
darknavi 7 minutes ago [-]
> monopsony

I had to look it up as well. I assumed it was a play on words about Microsoft, Nintendo, and Sony (the three big video game console players).

lesuorac 54 seconds ago [-]
For future people to look it up.

Monopoly is a single seller.

Monopsony is a single buyer.

diath 30 minutes 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 22 minutes 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.
well_ackshually 10 minutes ago [-]
Nope. Rendering, tooling, audio, core engine... None of these pay particularly well. More than just gameplay programmer, sure, but because many engines have moved to a visual node style of programming, it's also less and less programming in the gameplay department.

>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.

That's an unbelievably bad _and_ disrespectful take. They accept these low wages because it's their only way in the industry, and because the industry has made sure to keep a steady supply of fresh meat to burn out. "because they want to be a part of something popular" doesn't work when the vast majority work on unknown games in content factories for the first ten years of their careers.

HugoTea 38 minutes 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.
flohofwoe 35 minutes 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 24 minutes ago [-]
That’s only true in some instances. Do most AAA titles like Call of Duty, GTA, etc use Unity or Unreal?
flohofwoe 19 minutes 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.

avree 8 minutes ago [-]
The IW Engine is basically UE5 at this point (for your CoD example.) The fact that it's a proprietary fork is fairly irrelevant to it still being assembly-line work.
DrBenCarson 21 minutes ago [-]
Most massive studios have their own which they use across a bunch of titles
rayiner 25 minutes 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.
DrBenCarson 22 minutes ago [-]
Video game development is largely grunt work outside of the engine
Thaxll 18 minutes ago [-]
Major studio pay the same as in tech for the base salary, the big difference is in bonus/stock.
jrmeyer2 39 minutes 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.
moooo99 29 minutes 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 23 minutes ago [-]
Only 2 of the letters in FAANG are primarily advertising companies.
bananabiscuit 40 minutes ago [-]
Passion tax.
SuddsMcDuff 21 minutes ago [-]
Individuals making choices.
tripleee 24 minutes 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 30 minutes ago [-]
I work in tech. I would be happy to work on gta 6 for 30% of my current income.
stevekemp 6 minutes ago [-]
In addition to low salary, and crunchtime, the other big downside in the gaming industry is frequently layoffs, and studioes going bust.

You can't ride on a single game for long, and if the next one goes badly half the company will get fired. Not true of the bigger studios, but of course not everybody works in those.

I have friends who work in gaming, and it's a regular thing for studios to form with a great game, go bust a year or three later, and then a new studio get formed with largely similar staff.

Developers move between the same companies around and around again. The lack of stability is a real problem, especially with increasing use of "AI".

SuddsMcDuff 22 minutes ago [-]
Seconday question, for how long do you think you would be happy with that arrangement?
fidotron 27 minutes 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.

28 minutes ago [-]
neilv 31 minutes 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.)

jmyeet 19 minutes 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.

dyauspitr 14 minutes 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.
majorchord 40 minutes ago [-]
Because they put up with it.
basisword 39 minutes 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 23 minutes 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 26 minutes ago [-]
Who would have thought we'll get programmer unions before GTA 6!
HugoTea 41 minutes 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.
ThrowawayR2 1 minutes ago [-]
[delayed]
Refreeze5224 50 minutes ago [-]
Solidarity forever! Game devs eat a a lot of crap, so I'm glad they are banding together to bargain collectively.
yieldcrv 12 minutes 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”

dude250711 3 minutes ago [-]
If companies do not like this, paying a percent of profit instead of salaries is always an option.

(ah s** here we go again by the way).

smcl 35 minutes ago [-]
Hell yeah
AndrewKemendo 1 hours 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.
animanoir 15 minutes ago [-]
[dead]
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