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One employee provides a detailed report on overtime at Rockstar Games




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Does Rockstar Give A Metaphoric Gun To Their Employees' Heads About Overtime? Credit: Rockstar Games

Co-founder of Rockstar Games and VP Dan Hauser Aroused a storm of controversy when he casually said in an interview with Vulture that "we worked 1

00-hour weeks" and put the finishing touches to Red Dead Redemption 2 . Reaction was quick and many condemned the ubiquitous practice In the video game industry in general, and in the history of Rockstar, which places particularly tough demands on its employees,

Kotaku Hauser asked to explain his 100-hour statement.Hauser responded that he was from a senior writing team Speaking four people worked for three weeks, this kind of intense short-term involvement was common practice for the team that had been working together for 12 years. "Hauser drove continuing to say that Rockstar "does not ask anyone or expects" to work that way ". Employees have the opportunity to work excessively overtime, but this is a "choice", not a requirement.

A Rockstar employee speaks. Credit: Rockstar Games

A QA tester at the Rockstar Lincoln studio in the UK has approached Reddit to answer questions and clarify misunderstandings about Rockstar's overtime, which were created after Hauser's comments , He presents his statements about overtime with several important qualifications. The public rarely hears about working conditions at Rockstar because employees sign "multiple NDAs" (secrecy agreements) that keep them from speaking out. The (verified) Reddit poster is talking now because Rockstar allowed employees to publicly talk about the "hourly problem" yesterday. He also makes sure that he can only talk about conditions with Rockstar Lincoln. He has no knowledge of working conditions in other Rockstar studios.

The first thing the poster points out is that he and other QA testers (with the possible exception of employees) are paid for their overtime. He then writes

The other big thing is that these overtime hours are NOT optional, it's expected of us. If we can not work overtime on a particular day for no good reason, you'll have to make it up another day. This usually means that if you want to spend a whole weekend off, you have to work a double weekend to make it up to you.

A working day with no overtime at Rockstar Lincoln is 7.5 paid hours with an additional one-hour unpaid meal break for a total of 8,5 hours the poster actually calls. Employees are not expected to work during the meal break. Overtime is paid 10 hours and 11.5 hours actually.

"Do as you damn well said" Credit: Rockstar Games

The description of the poster on how overtime works is worth quoting.

We have to adjust to a certain number of weekly overtime work schedules per week, depending on the current rules and a certain number of weekend shifts per month. During our & # 39; standard & # 39; Crunch hours we work 3/5 weekday overtime and 2 weekend overtime per month, but during our "real" crunch we work 5/5 weekday overtime hours and at least 4 weekend overtime hours per month. We are in crisis since 9 October 2017, before I start working here.

To give readers an insight into how Rockstar's overtime policy works, the poster breaks off its hours during its 47-week work with Rockstar Lincoln.

  • 1 x week – 5/5 weekday overtime, 2/2 weekend overtime (8:30 ends) = 70 hours paid, 81.5 hours currently
  • 8 x week – 5/5 weekday overtime, 1/2 weekend overtime (5 : 30 late) = 57.5 hours paid, 65 hours current
  • 38 x week – 3/5 weekday overtime, 0.5 / 2 weekend overtime (5:30 late) = 48.75 hours paid, 56 hours currently

Clearly, Hauser's 100 – The week is not the norm when the experience of the poster in QS testing at Rockstar Lincoln is typical of most of the company's employees. However, the requirement to opt for weekly overtime and more than one year of required working hours of 56 to 81.5 hours per week is far from Hauser's claim that overtime constitutes a "choice" for Rockstar employees

The good news is that Rockstar has changed its overtime policy in response to the negative press triggered by Hauser's 100-hour commentary. Starting next week, "all the extra overtime will be completely voluntary, so if we want to work the extra hours and earn the extra money (and make sure we look better for progress), we can do it, but there's no longer a rule get us to do it. "

Work and Management Credit: Rockstar Games

I experienced bitter and often violent clashes between work and management in a working-class family where workers for union representation fought better working conditions. As a result, I expect my views on these topics to be distorted. Nonetheless, I find the idea that Crunch Time is the norm in the video game industry unreasonable and unsustainable. No one in any industry should be expected to sacrifice his family for his work. If people want to dedicate their lives to their work, they should be able to, but those who prefer to do a standard work week should be able to do so without having adverse work-related consequences. The world will not end up for investors or players if the release dates are postponed as many weeks as necessary to allow employees to continue to produce great games without suffering crunch.

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Does Rockstar Have A Metaphorical Weapon Against Overtime In Their Employees' Heads? Credit: Rockstar Games

Rockstar Games Co-founder and vice-president Dan Hauser sparked heated controversy when he casually stated in an interview with Vulture, "We worked 100-hour weeks," and put the finishing touches to Red Dead Redemption 2 and many condemned the omnipresent practice of cracking in the video game industry in general and Rockstar's story of putting tough demands on his staff.

Kotaku asked Hauser to explain his 100-hour statement A four-person, three-person senior writing team spoke, and this type of intense short-term engagement was commonplace the team that has been working together for 12 years. Hauser went on to say that Rockstar "does not ask or expects anyone to work that way". Employees have the opportunity to work excessively overtime, but this is a "choice" and not a requirement.

A Rockstar Associate Speaks Credit: Rockstar Games

A QA tester at Rockstar Lincoln Studio in the UK has contacted Reddit to answer questions and clarify overtime misunderstandings with Rockstar, according to Hausers Comments have arisen. He presents his statements about overtime with several important qualifications. The public rarely hears about working conditions at Rockstar because employees sign "multiple NDAs" (secrecy agreements) that keep them from speaking out. The (verified) Reddit poster is talking now because Rockstar allowed employees to publicly talk about the "hourly problem" yesterday. He also makes sure that he can only talk about conditions with Rockstar Lincoln. He has no knowledge of working conditions in other Rockstar studios.

The first thing the poster points out is that he and other QA testers (with the possible exception of employees) are paid for their overtime. He then writes

The other big thing is that these overtime hours are NOT optional, it's expected of us. If we can not work overtime on a particular day for no good reason, you'll have to make it up another day. This usually means that if you want to spend a whole weekend off, you have to work a double weekend to make it up to you.

An overtime working day at Rockstar Lincoln is 7.5 paid hours with an additional one-hour unpaid meal break for a total of 8.5 hours the poster actually calls. Employees are not expected to work during the meal break. Overtime is paid 10 hours and 11.5 hours actually.

"Do as you damn say" Credit: Rockstar Games

The description of the poster on how overtime works is worth quoting in its entirety

must be limited to a certain number of overtime weekly work schedules per week, depending on the current rules and a specific number of weekend shifts per month. During our & # 39; standard & # 39; Crunch hours we work 3/5 weekday overtime and 2 weekend overtime per month, but during our "real" crunch we work 5/5 weekday overtime hours and at least 4 weekend overtime hours per month. We are in crisis since 9 October 2017, before I start working here.

To give readers an insight into how Rockstar's overtime policy works, the poster breaks off its hours during its 47-week work with Rockstar Lincoln.

  • 1 x week – 5/5 weekday overtime, 2/2 weekend overtime (8:30 ends) = 70 hours paid, 81.5 hours currently
  • 8 x week – 5/5 weekday overtime, 1/2 weekend overtime (5 : 30 late) = 57.5 hours paid, 65 hours current
  • 38 x week – 3/5 weekday overtime, 0.5 / 2 weekend overtime (5:30 late) = 48.75 hours paid, 56 hours currently

Clearly, Hauser's 100 – The week is not the norm when the experience of the poster in QS testing at Rockstar Lincoln is typical of most of the company's employees. However, the requirement to opt for weekly overtime and more than one year of required working hours of 56 to 81.5 hours per week is far from Hauser's claim that overtime constitutes a "choice" for Rockstar employees

The good news is that Rockstar has changed its overtime policy in response to the negative press triggered by Hauser's 100-hour commentary. Starting next week, "all the extra overtime will be completely voluntary, so if we want to work the extra hours and earn the extra money (and make sure we look better for progress), we can do it, but there's no longer a rule That's what makes us. "

Work and Management Credit: Rockstar Games

I experienced bitter and often violent clashes between work and management in a working-class family where workers for union representation fought better working conditions. As a result, I expect my views on these topics to be distorted. Nonetheless, I find the idea that Crunch Time is the norm in the video game industry unreasonable and unsustainable. No one in any industry should be expected to sacrifice his family for his work. If people want to dedicate their lives to their work, they should be able to, but those who prefer to do a standard work week should be able to do so without having adverse work-related consequences. The world will not end up for investors or players if the release dates are postponed as many weeks as necessary to allow employees to continue to produce great games without suffering crunch.

If you are interested in video games, here are a few articles you might like.


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