this post was submitted on 05 Sep 2023
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IATSE's 2023 Gameworkers.org Rates and Conditions survey showed that most respondents said they worked an average of 40 hours a week, but a quarter of people who answered said they worked for 41 hours or more.

The longest reported average was 95 hours a week.

Over half (58%) of respondents said they were paid with an annual salary, and 26.4% worked under hourly pay. Many salaried developers reported issues with overtime pay, with some claiming they were "exempt".

It's disappointing to see this is still the normal state of things for developers, and not the rare exception.

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[–] millie@beehaw.org 18 points 1 year ago* (last edited 1 year ago)

I could understand putting this kind of time in for a passion project of your own, but for like, a job for somebody else? Worse, a salaried job? That's way too much.

[–] fracture@beehaw.org 14 points 1 year ago

game developers need to unionize yesterday

[–] Laukidh@infosec.pub 10 points 1 year ago

Not just games. And not just dev. IT needs to unionize.

I knew someone who tried it at Intuit 20 years ago.

[–] saigot@lemmy.ca 8 points 1 year ago

the other half are lying

[–] Computerchairgeneral@kbin.social 1 points 1 year ago (1 children)

The IATSE discussing unionization is good, actually unionizing is even better. Although, I'm not sure how much unionization would actually do to curb crunch culture. It will obviously help on some level, but with the idea of crunching so ingrained in the industry, I feel like it will take a while for anything to change.

[–] Vodulas@beehaw.org 2 points 1 year ago

I think if the union negotiated no more overtime exempt positions and strict limits on the amount of allowed OT, that would go a long way. Places like DigiPen also need to stop teaching crunch culture