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‘When the people in power are completely senseless with regards to human values and their ideal is a sweatshop, you are screwed.” That’s a man who identifies himself as Brian Meidell, talking about Rockstar San Diego, the local branch of the New York–based video-game behemoth. He’s not alone. Meidell’s blog comment — one of dozens — typifies the disillusion and anger that grip some of the video-game developers who log tedious hours in Rockstar’s Carlsbad office. But are the complaints justified?

San Diego isn’t known for sweatshops and neither is the video-game industry, at least not in the traditional sense. But according to a few insiders — the folks whose efforts “enable” video-game addicts — there seems to be sweat aplenty these days at Rockstar San Diego. To be sure, this is no archetypal, industrial-age factory. And unlike the workers who toil on the slaughterhouse floor or in the tomato fields, the folks who make the video games face little exposure to biohazards or chemical toxins. But Rockstar San Diego employees — and their wives — claim that the atmosphere at the office is rather toxic.

It’s the distaff in this largely male enclave who took the initiative recently to air their husbands’ grievances. They’re preaching to an in-industry choir, using the forum of a gaming-community website, Gamasutra.com. The “Wives of Rockstar San Diego,” as they prefer to be called, addressed a letter “to whomever it may concern,” posting it in the Rockstar Spouse’s Blog. The missive — perhaps best (if uncharitably) described as the proverbial rambling manifesto — is redundant and cryptic. Nonetheless, it is a provocative broadside at a company that, some contend, treats its employees “like slaves.” Apparently, a number of the 180 or so game developers — who take pains to distinguish themselves from the standard-issue corporate types who rule the roost — have been spending way too much time at the office. They complain of 12- and even 14-hour days, weekend work, and incessant pressure — they call it “crunching” — to meet project-completion deadlines. And, boy, are their wives pissed.

Rockstar’s developers, as well as their wives, say they were a content lot when Rockstar was still Angel Studios, the locally owned denizen of hard-core game builders led by CEO and namesake Diego Angel. But that was before the buyout, which resulted in the rebranding of Angel. According to a longtime former employee (who cautioned me against writing anything that might reveal his identity), when Angel and cofounder Michael Limber gave themselves a golden handshake in late 2002, “The entire culture changed.” The “ex-Rocker” (to use Gamasutra blog parlance) says that, in 2003, what had been a well-run company with a “family atmosphere” turned into a corporate mill — a poorly run one, at that — replete with insanely long hours.

It seems that payment for (at least some of) those overtime hours has, for several years now, been at the heart of the gripes. In March 2009, a group of Rockers, represented by a San Francisco law firm, reached a settlement in a class-action lawsuit in which the plaintiffs alleged that Rockstar San Diego management had unlawfully mischaracterized some employees as “exempt” — thus denying them overtime pay. Despite a settlement reported to be in the $2 million to $3 million range, developers say that violations persist. Rockstar game developers, and their unofficial quasi-union, the International Game Developers Association, term it a “quality-of-life issue.”

The association, founded in 1995, calls itself “the largest non-profit membership organization serving individuals that create video games.” According to the “mission” statement on the association’s website, the group attempts to advocate “on issues that affect the developer community.” On Wednesday, January 13, the association issued a press release stating that “the IGDA finds the practice of undisclosed and constant overtime to be deceptive, exploitative, and ultimately harmful not only to developers but to their final product and the industry as a whole.”

I spoke with International Game Developers Association director Joshua Caulfield, who told me that the majority of San Diego Rockstar game-crafters are members; however, many local Rockstar employees are less than enthused about the prospects of meaningful change via the association’s efforts. To start, it’s not actually a union; although it may “advocate” on behalf of game developers, members complain that the group has no teeth. Without the force of a collective-bargaining agreement or litigation, they grouse, disgruntled workers will be subject to the crunches that result in long hours.

To be fair, as several blog posters commented, long hours — especially as game-delivery dates approach — are standard practice in the industry; it’s not clear that Rockstar stands apart as an egregious offender. Even the posters on Gamasutra, while taking aim at the Carlsbad facility, acknowledge the fact that the video-game business is infamous for long (albeit flexible) hours — not to mention ultracasual dress and an informal ambience.

I asked a current Rockstar developer who cautiously — and anonymously — agreed to chat with me via email, “Just how bad are the hours at Rockstar San Diego?” He replied, “Game companies are generally very loose about their hours; Rockstar is actually the most strict I’ve seen. At most companies, you should be in by 11 a.m. or so; right now, we’re supposed to be in at 9:30 a.m. In real life, however, most people come in by 10 a.m., some at 10:30.” He also told me that, until 2009, the hours at Rockstar San Diego had been “surprisingly good…much better than any other company I’d worked at before that.” He noted, however, that, during the past year, as Rockstar has approached completion of the current project, things have deteriorated. “It slowly got worse — at first, we were asked to stay until 8:00 p.m.; Saturday work was supposed to be temporary but it’s now mandatory. Personally, I’m working 10 a.m.–11:00 p.m. these days, but I’m one of the people who stay the longest. Typically, the office starts clearing out at 9:00 p.m. Saturdays are about 10 a.m. to 6:00 p.m.”

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Comments

pellis Feb. 10, 2010 @ 1:19 p.m.

This is not at all surprising for anyone in the industry and it shouldn't be surprising for anyone outside the industry. Look at what happened at Electronic Arts, for example. It was the same story.

At the same time I don't feel sorry for the engineers at game houses at all. They are living their dreams, and the nature of their dream is a high pressure work environment. It goes with the territory. It's similar to how long hour, low paying residencies goes with working as a doctor.

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David Dodd Feb. 10, 2010 @ 2:02 p.m.

Waaaah!

These wives and developers need to go read "Soul Of A New Machine", by Tracy Kidder. It was written in the days of the dawning of the mini-computer wars between Data Electronics and Data General. See what those guys went through, for a lot less money.

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capsandbottles Feb. 12, 2010 @ 12:42 p.m.

What the article doesn't talk about are entry level positions where the employees have to work 12 hours days, 6 days a week just to earn an adequate living wage since they are compensated at an hourly rate comparable to kids flipping burgers at In-n-out. At a lot of companies, one would have to first work as a temp or contract worker for over a year before possibly being hired full time to receive benefits. Even then, the raise is minimal while the hours remain as demanding. Sure, there are a lot of people making out quite well, but there are even more working just as many hours and barely getting by.

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David Dodd Feb. 12, 2010 @ 6:16 p.m.

In-n-out starts at around $10 per hour. Working 12 hours, 6 days per week, that's 40 hours regular time ($400.00) plus 28 hours at time and a half ($420.00) plus four hours at double time ($80.00), or $900.00 per week, or $46,800.00 per year. You know, to "get by" on. Please. Making almost $50,000 per year while working for a year as what amounts to an apprentice is pretty damned good. As for the hours, do what I suggest and read "Soul Of A New Machine". Long hours in jobs that are project-driven is a normal part of life.

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