ea_spouse (ea_spouse) wrote,

EA: The Human Story

My significant other works for Electronic Arts, and I'm what you might call a disgruntled spouse.

EA's bright and shiny new corporate trademark is "Challenge Everything." Where this applies is not exactly clear. Churning out one licensed football game after another doesn't sound like challenging much of anything to me; it sounds like a money farm. To any EA executive that happens to read this, I have a good challenge for you: how about safe and sane labor practices for the people on whose backs you walk for your millions?

I am retaining some anonymity here because I have no illusions about what the consequences would be for my family if I was explicit. However, I also feel no impetus to shy away from sharing our story, because I know that it is too common to stick out among those of the thousands of engineers, artists, and designers that EA employs.

Our adventures with Electronic Arts began less than a year ago. The small game studio that my partner worked for collapsed as a result of foul play on the part of a big publisher -- another common story. Electronic Arts offered a job, the salary was right and the benefits were good, so my SO took it. I remember that they asked him in one of the interviews: "how do you feel about working long hours?" It's just a part of the game industry -- few studios can avoid a crunch as deadlines loom, so we thought nothing of it. When asked for specifics about what "working long hours" meant, the interviewers coughed and glossed on to the next question; now we know why.

Within weeks production had accelerated into a 'mild' crunch: eight hours six days a week. Not bad. Months remained until any real crunch would start, and the team was told that this "pre-crunch" was to prevent a big crunch toward the end; at this point any other need for a crunch seemed unlikely, as the project was dead on schedule. I don't know how many of the developers bought EA's explanation for the extended hours; we were new and naive so we did. The producers even set a deadline; they gave a specific date for the end of the crunch, which was still months away from the title's shipping date, so it seemed safe. That date came and went. And went, and went. When the next news came it was not about a reprieve; it was another acceleration: twelve hours six days a week, 9am to 10pm.

Weeks passed. Again the producers had given a termination date on this crunch that again they failed. Throughout this period the project remained on schedule. The long hours started to take its toll on the team; people grew irritable and some started to get ill. People dropped out in droves for a couple of days at a time, but then the team seemed to reach equilibrium again and they plowed ahead. The managers stopped even talking about a day when the hours would go back to normal.

Now, it seems, is the "real" crunch, the one that the producers of this title so wisely prepared their team for by running them into the ground ahead of time. The current mandatory hours are 9am to 10pm -- seven days a week -- with the occasional Saturday evening off for good behavior (at 6:30pm). This averages out to an eighty-five hour work week. Complaints that these once more extended hours combined with the team's existing fatigue would result in a greater number of mistakes made and an even greater amount of wasted energy were ignored.

The stress is taking its toll. After a certain number of hours spent working the eyes start to lose focus; after a certain number of weeks with only one day off fatigue starts to accrue and accumulate exponentially. There is a reason why there are two days in a weekend -- bad things happen to one's physical, emotional, and mental health if these days are cut short. The team is rapidly beginning to introduce as many flaws as they are removing.

And the kicker: for the honor of this treatment EA salaried employees receive a) no overtime; b) no compensation time! ('comp' time is the equalization of time off for overtime -- any hours spent during a crunch accrue into days off after the product has shipped); c) no additional sick or vacation leave. The time just goes away. Additionally, EA recently announced that, although in the past they have offered essentially a type of comp time in the form of a few weeks off at the end of a project, they no longer wish to do this, and employees shouldn't expect it. Further, since the production of various games is scattered, there was a concern on the part of the employees that developers would leave one crunch only to join another. EA's response was that they would attempt to minimize this, but would make no guarantees. This is unthinkable; they are pushing the team to individual physical health limits, and literally giving them nothing for it. Comp time is a staple in this industry, but EA as a corporation wishes to "minimize" this reprieve. One would think that the proper way to minimize comp time is to avoid crunch, but this brutal crunch has been on for months, and nary a whisper about any compensation leave, nor indeed of any end of this treatment.

This crunch also differs from crunch time in a smaller studio in that it was not an emergency effort to save a project from failure. Every step of the way, the project remained on schedule. Crunching neither accelerated this nor slowed it down; its effect on the actual product was not measurable. The extended hours were deliberate and planned; the management knew what they were doing as they did it. The love of my life comes home late at night complaining of a headache that will not go away and a chronically upset stomach, and my happy supportive smile is running out.

No one works in the game industry unless they love what they do. No one on that team is interested in producing an inferior product. My heart bleeds for this team precisely BECAUSE they are brilliant, talented individuals out to create something great. They are and were more than willing to work hard for the success of the title. But that good will has only been met with abuse. Amazingly, Electronic Arts was listed #91 on Fortune magazine's "100 Best Companies to Work For" in 2003.

EA's attitude toward this -- which is actually a part of company policy, it now appears -- has been (in an anonymous quotation that I've heard repeated by multiple managers), "If they don't like it, they can work someplace else." Put up or shut up and leave: this is the core of EA's Human Resources policy. The concept of ethics or compassion or even intelligence with regard to getting the most out of one's workforce never enters the equation: if they don't want to sacrifice their lives and their health and their talent so that a multibillion dollar corporation can continue its Godzilla-stomp through the game industry, they can work someplace else.

But can they?

The EA Mambo, paired with other giants such as Vivendi, Sony, and Microsoft, is rapidly either crushing or absorbing the vast majority of the business in game development. A few standalone studios that made their fortunes in previous eras -- Blizzard, Bioware, and Id come to mind -- manage to still survive, but 2004 saw the collapse of dozens of small game studios, no longer able to acquire contracts in the face of rapid and massive consolidation of game publishing companies. This is an epidemic hardly unfamiliar to anyone working in the industry. Though, of course, it is always the option of talent to go outside the industry, perhaps venturing into the booming commercial software development arena. (Read my tired attempt at sarcasm.)

To put some of this in perspective, I myself consider some figures. If EA truly believes that it needs to push its employees this hard -- I actually believe that they don't, and that it is a skewed operations perspective alone that results in the severity of their crunching, coupled with a certain expected amount of the inefficiency involved in running an enterprise as large as theirs -- the solution therefore should be to hire more engineers, or artists, or designers, as the case may be. Never should it be an option to punish one's workforce with ninety hour weeks; in any other industry the company in question would find itself sued out of business so fast its stock wouldn't even have time to tank. In its first weekend, Madden 2005 grossed $65 million. EA's annual revenue is approximately $2.5 billion. This company is not strapped for cash; their labor practices are inexcusable.

The interesting thing about this is an assumption that most of the employees seem to be operating under. Whenever the subject of hours come up, inevitably, it seems, someone mentions 'exemption'. They refer to a California law that supposedly exempts businesses from having to pay overtime to certain 'specialty' employees, including software programmers. This is Senate Bill 88. However, Senate Bill 88 specifically does not apply to the entertainment industry -- television, motion picture, and theater industries are specifically mentioned. Further, even in software, there is a pay minimum on the exemption: those exempt must be paid at least $90,000 annually. I can assure you that the majority of EA employees are in fact not in this pay bracket; ergo, these practices are not only unethical, they are illegal.

I look at our situation and I ask 'us': why do you stay? And the answer is that in all likelihood we won't; and in all likelihood if we had known that this would be the result of working for EA, we would have stayed far away in the first place. But all along the way there were deceptions, there were promises, there were assurances -- there was a big fancy office building with an expensive fish tank -- all of which in the end look like an elaborate scheme to keep a crop of employees on the project just long enough to get it shipped. And then if they need to, they hire in a new batch, fresh and ready to hear more promises that will not be kept; EA's turnover rate in engineering is approximately 50%. This is how EA works. So now we know, now we can move on, right? That seems to be what happens to everyone else. But it's not enough. Because in the end, regardless of what happens with our particular situation, this kind of "business" isn't right, and people need to know about it, which is why I write this today.

If I could get EA CEO Larry Probst on the phone, there are a few things I would ask him. "What's your salary?" would be merely a point of curiosity. The main thing I want to know is, Larry: you do realize what you're doing to your people, right? And you do realize that they ARE people, with physical limits, emotional lives, and families, right? Voices and talents and senses of humor and all that? That when you keep our husbands and wives and children in the office for ninety hours a week, sending them home exhausted and numb and frustrated with their lives, it's not just them you're hurting, but everyone around them, everyone who loves them? When you make your profit calculations and your cost analyses, you know that a great measure of that cost is being paid in raw human dignity, right?



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This post will fade away like it came.
The lesson here is work your ass off and one day if you put enough efforts you may get a salary like Larry or Don because those guys have been putting the hours for EA for the last 20 years.
If you don't like it or think you should be payed the big bucks at 40 hours a week, then my friend you are dead wrong and move on.
In life you can get it all if you want to put the time and efforts or as little as you need if you want less challenges, pick your battle and stop the tears.

They pay people to work. Let's not get confused. It's not over.

Many have joined the union and many more will. EA is NOT a wonderful utopia for the thousands who want to work overtime. EA is a sweatshop. They exploit people.

Karma. Law of substitution. Newton's Law. Jesus.

Whatever you believe in, change will come. All the people who got mine will get theirs. Believe it.

Re: It's amost over.


16 years ago

So true...


16 years ago

Re: So true...


16 years ago

Re: So true...


16 years ago

Re: It's amost over.


16 years ago

With 38 pages of responses, I doubt I will get a personal reply to this, but wanted to share my sympathy with you by providing some anecdotal info.

I too worked for a large, third party publisher - Atari\Infogrames specifically. Very similar conditions - mandatory 60 hour work weeks, 90 hour work weeks were common. I watched myself and a lot of my co-workers spiral into depression and bad health after YEARS of these kinds of working conditions. Besides health problems that I had as a result of overworking, bad diet, and lack of rest, I also totalled 2 cars from falling asleep behind the wheel. We worked holidays, weekends, nights, overnights, etc.

Although I did get paid for overtime, we were never really given more than state law required, and eventually, they closed down the Qa dept I worked in. As a result, I no longer work in the gaming industry, as from reading things like your post and my own personal experiences, I made a decision to stick to something that afforded more time to have a life. Most of the people I worked with have done teh same. And it's a shame too, cause like you said - we are all intelligent, creative people, and the industry was lucky to have us.

Just wanted to let you know yer SO is not alone - alot of us have gone through it. I might suggest that he move on to applications, but that is ultimately a decision you guys have to make. Be well

It's taking me a little while, but I'm trying fervently to respond to all posts that ask for or imply asking for a response. =) And I have to admit I've fallen behind reading all of the threads -- I had to turn off comment notification pretty early on in order to spare my hotmail account.

Thank you for posting your story. Your comment about the car still gives me chills even now. I started driving my SO to work because I was extremely afraid he would drive the car into a pole during crunch. Yours is not the first story I've heard like that -- several people have emailed me with tales of cars dented or destroyed in accidents in the wee hours of the morning coming home from work. I'm just thankful none of them are about anyone getting seriously hurt this way.
I am average game developer Joe. I want to make games, so I take a pay cut and join the industry through a friend of a friend. I'm working at a start-up, so all the royalties and bonuses promised me don't get handed over because the company didn't make as much money as they thought they would. Why? EA put out an inferior game with millions in marketing behind it.

We get the call. EA wants to buy our studio. This could be cool. Making money we were promised for a change, making games that sell despite their quality, and working with industry leaders. Sounds great. Under a big corporate umbrella, I should have a more organized, stable role in development. I'm ready. Let's do it.

Wow. We're doing a cool new title based on the one we just finished. That's kind of cool. EA must have really liked our idea. Who's on the phone?

What does he mean, "more blue?" I'd ask him but he's too busy and important to respond. Well guys, I guess the man wants it more blue so let's get to it. We might have to work a little extra, but we can pull it off.

Another call. This time they're coming to visit. This is cool, we're almost done with the plumbing work, and the game is functional, so all we have left is art and story content, which shouldn't take more than 5 months. That should put us with a solid 3 months left to polish the game and make it great. This game is actually playing loads better than the first, and everyone is having fun playing it. Now it's going to have EA marketing behind it. This is great.

Now let me get this straight. You want to make the game more "green" now? What happened to "blue?" And by the way, when you say "green," what exactly do you... Oh, okay I'm sorry I know you're busy. Keep on signing those checks! Wait, have you even played the game? No? Let me send you a copy. Oh, you're too busy?

Ok guys we really have to scramble. Guy says he wants it more green and there has to be turkeys in the game now. I know it doesn't make any sense, and it'll probably make the game look stupid but let's go to it anyway. Since he's coming down next month, we're going to have to work extra hard to get it done. 10 hour days for everyone.

Oh shit he's back again! Well, we've got the turkeys in, sir, but we haven't finished implementing the green. What? Uh. Okay, I was sure you said green, but if you want orange then I'm not one to question. What do you mean you don't like the turkeys? Wombats? Sir, that's just retarded. I mean, yes sir I do like getting paid. Yes sir I'll never speak to you like that again, sir.

Sorry guys we've got way too much work to do. Because I spoke up now we have to have monster trucks in the game. Along with the green transition, and the turkeys, I mean wombats, we will only be able to ship this game if we work 12 hour days for 6 days a week. I know you guys have been kicking ass and will keep doing so regardless, but right now I need you to kick a little more. Now is the time for heroes.

Hello? Yes sir, you can certainly play the game. We've got the wombats driving the green monster trucks on several levels now and we feel... Huh? Yes sir. Yes sir you can come play the game in our office.

Ok guys. The big man himself is here. Don't question him. This guy sucks the dick of the guy who writes our checks, so no outbursts, ok?

Why hello! Yes the game is almost shippable! Certainly! Have a seat right here! Yes sir I'm taking notes. Red. Got it. Salamanders. Got it. Airplanes. Check. Basketball!!?!??

Shit! We can't miss our date or we don't get bonuses and we could get fired! Ok guys now we have to work 7 days a week and really crunch it this time cause the big man wants chickens and salamanders and oh my god what is it now?

Yes mister man. Thank you for the extention date. I know you had to pull some strings to get it to us. We are so grateful.

I can't even tell if the game is fun anymore. I have a sneaking suspicion that it isn't. How come all the levels have "fuck EA" written in the terrain? What's going on here?

Crunch crunch crunch... All work and no play makes Joe a game developer that doesn't give two shits or a piss what kind of game EA ships.

Challenge yourself, chickenfuckers. I quit.
EA's games really suck. But they're fun for the first level.



16 years ago

I don't think anybody pretends that EA is the only company in the world that engages in treating their workforce like garbage and enforcing long hours. And I know from experience that this is nothing new either on EA's part or on the part of many other companies.

It's possible that EA is not even the worst in the world. If anything, I'd expect the little tiny studios to be worse in terms of worker conditions. But when a company as large as EA does it, it hurts that many more people, especially considering how many people might otherwise be attracted to work there so that they could say "hey, I worked for the juggernaut of the industry."

There's a difference between the crunches, which you see in all studios (like the example you bring up of Xmas)... the long hours that need to be put in as you get closer and closer to a deadline. There's the days of long hours that individuals put in for the sake of finishing or polishing up what they were last working on... all that's fine. These are things that are the results of poor planning (of various scale and scope) and rushed schedules.

Now you have the cases of what goes on in Japanese studios where people do work long hours almost all the way through the project, but there are still some key differences here. One, the hours worked through the course of the project are pretty consistent. Two, there is long down time and post-project vacation time (which EA has stated is something they are going to remove from their policy after this year). Three, while the workers are not often paid overtime, they are often paid for every hour they log, if they log their time... Can't say this is true for *every* studio. Four, and this is the big one, there's a huge cultural difference here -- long hours are not just in the game industry over there, but almost every industry, and even in elementary and secondary schools... People are simply raised on that kind of work ethic throughout the country. Five, as much as there are long work hours, there is also a lot of work put in for worker retention and turnover rates are pretty low. Six, a lot of these things have already been addressed throughout various studios in Japan a long time ago. We just never heard about it because it never affected us in North America.

In the case of EA or Atari and such, you see the company deliberately working crunches INTO the schedule and demanding long hours without overtime for no reason other than the fact that they can. I especially have stories about this in regards to Atari, who keeps a lot of their studios in Texas, because Texas labor laws do not require any company to pay overtime to any employee. They're so loose that almost everything is perfectly legal.

When you have a small studio which is on stringent funding constraints and can't afford to pay very many people very high gross salaries, that's one thing. When a big multinational corporation that owns a half dozen studios and employs 10,000 people looks for legal loopholes to try and avoid paying overtime, that's exploitation. Bear in mind that no matter how you want to color the argument or interpret the law, exemptness from overtime pay is not a reason; it's an excuse. It'd be one thing if everybody on your staff was making 6 figures, but that won't happen until inflation puts 6-figure salaries in the poverty line.

Continued below...
At my last company, our employer tried deliberately to hire Indian guys for the programming staff as much as possible. Why? Because like Japan, in India, people are raised under a certain extreme work ethic, and the assumption is that they would bring that with them to wherever they work. By in large, this is absolutely true. And I'm no exception. It's one thing to find a lot more Indian guys qualified for the positions and coincidentally hire them. But when you seek them out because you know you can get more free work hours out of them... that's exploitation.

Another story... we had a programmer go off on medical leave to have some surgery done. The day after he left, our employer canceled his health insurance. Reason? Because while the guy's on leave, he's not on payroll anymore, so it's not fair to provide any benefits during that time either.

Chances are, EA never did anything like that to their employees. The thing is that as much as you can talk about how bad it is in some tiny little microstaffed indie developer shop (and there are probably such studios that are worse than EA in every aspect), what sort of effect do you have on the industry by rectifying the problem at that level? Like so many have said in these comments, this is a problem that covers so much of the entire industry. It's only going to get worse as development takes longer and costs more and the industry gets more media attention. Creating a vicious cycle or leaving it alone to create itself does nothing. If anything, the fact that there IS all this attention and notoriety placed on the shoulders of a big corporate monster like EA, it sends a shockwave throughout the entire industry. And if you can enforce a change on a big company, it sends the message that the workforce is dead serious about being treated properly, and no one is "exempt" from that.
I couldn't put up with the hours at EA because I, myself, am less of a person than the people who work there. Somewhere in my life of ease, of only working 85-95 hour weeks, I did something selfish instead of coming in to work.

If only I had put more effort into what I was doing, maybe the people there wouldn't have saw fit to make decisions that would cause me to redo it multiple times. It's my fault, really. My lousy art that got recycled several times before finally being put back into the game just wasn't good enough the first time.

My designs were horrible, I admit. Though the game ended up almost mirroring my initial designs, sometimes you have to take risks and redo lots of work seemingly needlessly in order to make any real progress. I redid the design 6 times, and when I finally showed the first one again, just as a joke, it was heralded as the best of them all. It was just a test, to see if I really knew what I was doing. Boy, I hope I did ok.

My audio work was so sub par. Even though I screamed about running demos in rooms with obvious acoustic problems, and despite my constant assurances that the average gamer has a two speaker system, I was, justifiably overruled. Perhaps it was my attention to detail, or testing the sound system in my own office, or perhaps I had the volume at a reasonable level. I'm sure it was my fault.

My stupid coding could have contributed, nay, could have caused the problem. I know that the design was changed six times over the course of the project, but it was my job to redo that work six times, even if I had only been scheduled to do it once. I know that the work on the main system and units was for demos and that you assured me that the demo work would be scrapped and time allotted to redo it. Even though you lied to me outright constantly, it was my job to look past your deception and work 32 hours a day to do it correctly the first time. It was my job to make thousands of independant systems synergise without any testing or practical use. It's my job, that's what I do.

Perhaps it was my development direction. I tried to schedule things and make plans and provide people with constructive work to do, but somewhere along the line I got sidetracked. Maybe I shouldn't have spent so much time on the demos you told me were so important. Maybe I should have stuck to my plan even when you told me that gameplay didn't matter and that we would work out the kinks in the system later.

I finally realize the problem here. If I work really hard 32+ hours a day, maybe I can get something accomplished. Fie on your plans and schedules. I don't need them. I've learned that the only way to run a business is to work tirelessly and constantly.

But why didn't I get a bonus this year, or a significant raise? Oh, I see. The company is in a state of transition. We spent a lot of money on this new facility I'll be enjoying. Also there's a new console coming out. Times like these are scary, we don't know what might happen. I'll gladly contribute my share and my piece of the pie to the company, who obviously knows how to spend it better than I, anyway. After all, our company plan is to double the size of the studio and the company within the year. Hopefully my $1500 bonus can help out.

So you see, the problem is with me, the employee. I didn't work hard enough. I can't cut it. My managers and EA marketing obviously know what they're doing. After all, look how great EA's games are selling. Of course when you play them, they aren't all that fun, but fun isn't what counts in games, is it? It's making Lawrence Probst money, right?

This better be a goddamn joke.

Re: I couldn't cut it


16 years ago

Typical corporate practices. Interplay did it, Acclaim did it (and they both went bankrupt).

Man, I really wanted to break into the industry, and I still want to. I'll just stay away from EA. Thanks a lot for your story and opening our eyes to the darkside of the business.

I say we all STEAL EA's games instead of buying them. I mean if they treat their employees like this and give us inferior products. They deserve it.
There are some broader points here. EA has become a conservative, risk adverse corporation. Ian Fleming died in 1964 and he we are in 2004 and EA is still releasing title after title based on that material. At least Dreamworks will throw the community the occasion "American Beauty" even if their slate of films is relatively routine. Tolkien published the Hobbit in the late thirties and developed his cannon of work largely in the 40's, with respect to Middle Earth. Even Peter Jackson, director of LOTR, had the courage to give the world "Bad Taste" and "Dead Alive" before lensing the Rings films.

I just don't understand where the hard-on is supposed to come from when talking about the big "serious" numbers the game industry is tossing up. It certainly hasn't been from the fertile minds of the creators of these game titles. Unless licensing material, broad middle-America content, is what constitutes achievement. Or earnings per share.

In this vast creative gulf, the fact that artists and designers etc. are treated as expendible communities, says very little about the viability of the games industry as a serious career choice.

Perhaps there is some gratification to be had by cleaning up the mocap data for Allen Iverson year after year, season after season, title after title. Perhaps there is some satisfaction to replicating american war history on consoles, over and over again, battle after battle, dead Nazi after dead Nazi. Or Vietnam, or the Gulf, or some other radical "terrorist" faction to stare down the battle of a weapon.

I applaud the forward-thinking developers. The units that put new, fun games out on the market. Like Ratchett and Clank. Or Jak. Or Zelda.

Beyond those few examples, this industry has become a big, tired fucking wheel. Churing out licenses that have been dead in the film industry for years, even decades. Fucking innovate if people are going to be worked into the ground. Actually check that, it's never worth grinding people into the ground.
Ever heard of a union?
I suppose now would be a good time to draw to the attention of the many that EA is rumoured to have set its sights on the RP gaming giant, Square Enix, as its next assimilation into the company.
Square, unlike these private firms that tend to have a small amount of employees, is enormous. It grosses millions a year from its US market alone, which tends not even to be its greatest source of revenue. I believe an EA boycott would be suitable not only to campaign against the labour conditions under which the company's employees are forced to struggle, but as a voice that we don't want Square sucked into the same regime. Although, I'll admit, the Japanese are busy bees when it comes to work, anyway. :)
I'm interested to see how life is in the Games world! I'm a well paid, high-tech employee as well, but we make test equipment in my industry. I had the privalege of taking over a coworker's project who was being laid off. Today, I got a bonus due to our outstanding sales of the new product (too bad my coworker couldn't share in the rewards).

I'm pro-labor rights because I don't see a reason why they won't do unto me, what they did to my colleague. I raised an interesting question with the National Labor Relations Board to see if I could use my company’s intranet and email system to organize. The case is pending, but the trend is if they allow other non-work email, they can’t discriminate against email that is pro-union. Check out the Mercury News article:

I don’t know if I want a union yet, but I figure it’s like a fire extinguisher. You don’t want to use it because you’ll screw up your couch, but if your couch ever catches fire you want one handy. See how my group is going about securing our rights in anticipation of a future need: http://www.agilepeople.org . You might be able to borrow some of our strategy to set up an employee association to be ready if your company doesn’t start treating you right and you do need a union.
This is despicable... I myself am taking a stand against EA Games and will not be buying their software in the forseable future.

After reading this, now I know why there are tons of video games available for download. All those disgruntle employees


November 25 2004, 06:55:59 UTC 16 years ago

not that i know much about programming and games, but i'm currently going to school at full sail in hopes to one day make games... and i must say that never have i thought about the money or making lots of money, in my head it's all about making cool/fun games... now EA seems to be taking people's love for the game and turning it against them to make money... and that's wrong, after seeing how much effort it takes to do simple things with programming, i can't imagine how much effort/time it takes to make a game... i hope ea gets crushed, unions form and programmers are given respect again...
if you are complaining about ea you should really have a good look at full sail. they suck. they lead you to believe you will get a cool video game job after graduation and even claim to help you with job placement. i have met over 50 people from full sail who all wasted WAY more than normal college tuition who cannot even make it as a video game tester! ea hardly ever looks to full sail to hire anything above a video game tester and when they have, the graduates almost always disapoint.

personally, i was planning on going to full sail because i believed the hype, but i am very greatful to have met so many disgruntled ex students. it really opened my eyes. you should run if you still can! go spend the same amount of money and get a real degree at a community college; companies like ea will value that much more highly. if you really want to be in the indutry that is, which it almost sounds like you dont. in which case you are even more screwed.

sorry to be the bearer of bad news, but if there is a chance i could save you lots of money i wanted to try.

Re: full sail


16 years ago

Full Sail graduates...


16 years ago

Re: Full Sail graduates...


16 years ago

What is...


16 years ago

Hey, just letting you guys know, I got here from a very popular website link, so this story is expanding. No way would I work that long even with overtime....unless it were like $100 an hour or something, but I doubt it...well, maybe if I get the execs drunk...nah, still no way...hmmmmm....

  • (no subject)

    When in the Course of human events, it becomes necessary for one people to dissolve the political bands which have connected them with another,…