All posts tagged working

  • Stilts journal submission: ‘Home is where I live and work’, September 2011

    I was asked to submit a piece for the first issue of a Brisbane literary journal named Stilts. The brief was short: I could write about anything, as long as it began with ‘Home is where…’. I decided to write frankly about what it’s like to work from home, which I’ve been doing on and off for over two years.

    I’ve included the full text below; click here to check out the rest of the Stilts issue, which includes an excellent piece from John Birmingham. Illustration by Merilyn Smith.

    Home is where I live and work

    Business and leisure, both rolled into the one location. This has benefits and costs. Benefit: No early-morning, cross-town commute. Cost: If I don’t have any meetings scheduled, I generally don’t leave the house. There’s a point each day—usually about 2pm—where I become thoroughly disgusted with myself and have to change out of my pyjamas. Benefit: A dedicated, comfortable workspace that’s free from distraction. Theoretically. Cost: Every form of entertainment imaginable is never more than a few footsteps or mouse clicks away from that same workspace.

    I am a freelance journalist. I’ve been doing this full time for almost a year. Monday to Friday I research, pitch, interview for, and write stories. I try to adhere to the business hours of the ‘real world’ so that I can interact with people at their workplaces. People, like editors, who determine my weekly income.

    I often feel as though I’m living outside the system. I can pinpoint this feeling on my choice to not partake in the work commute. I’ve been there before, and found that the cyclical nature of that process—a joyless hour or two that’s essentially lost to the sands of time—was a massive drain on my creativity and optimism. Occasionally, I feel guilty for living outside this daily ritual. I don’t take my ability to roll out of bed whenever the hell I feel like it for granted; more often than not, I feel like a cheat, a scoundrel, for having arranged my life in this way. If I’m to fully understand the world as a journalist and capture that understanding in my writing, it’s important to be able to relate to my fellow man.

    I’ve blocked off Saturday as my ‘PC-free day’. Before I made this decision, the laptop was the biggest source of anxiety in my life. I’m not an anxious person but the laptop is the source of my entire income. My mindset was something like, if I’m not using the laptop, I’m not getting paid. I need to get paid to continue living my life outside of the system. Now that Saturday is my PC-free day, I only feel this anxiety six days a week, not seven.

    Ultimately, the fact that I live and work in Brisbane is largely inconsequential. When I’m at home, working, I could be anywhere in the world. All I need is my laptop, a sturdy desk, a strong internet connection, a comfortable chair, and loud speakers. Everything else is a bonus. With those five components in place, I’m content.

    Brisbane is convenient. I know a lot of people here. There are a lot of stories to be told here. I don’t have enough experience living elsewhere to compare Brisbane’s creative communities to any another. But I know from experience that Brisbane is a fine place for a freelance journalist to call home.

    For more Stilts, visit their website. Thanks to editor Katia Pase for inviting me to write.

  • GameSpot story: ‘Game Developers’ Quality of Life: Why Should Gamers Care?’, August 2011

    A feature story for GameSpot; my first for the site. Excerpt below.

    Game Developers’ Quality of Life: Why Should Gamers Care?

    In this feature, we ask if quality of life at development studios should affect how gamers think about the industry.


    Blowing the Whistle on Working Conditions

    A video game is composed of millions of tiny achievements made by hundreds of people. When combined, their work results in innovative, genre-defining artistic statements like World of Warcraft, Half-Life, Super Mario 64, or Tetris. The fruits of their collective labour are savoured around the world by gamers, a once-exclusive tag that is now, thanks to the burgeoning market of Web-based casual games, embraced by more people than ever before.

    Despite the impact that generations of video game developers have had on the medium of interactive entertainment, though, it’s easy to forget those millions of tiny achievements when you’re embedded deep within virtual worlds like Azeroth, the Black Mesa Research Facility, the Mushroom Kingdom, or a 10-block-wide screen of endlessly descending shapes. Logically, our brains know that none of these worlds can exist without the imagination, artistry, and programming skills of human beings. Yet for many gamers, those who work in the gaming industry are, essentially, faceless purveyors of joy. There are a handful of household names like Shigeru Miyamoto, John Romero, Hideo Kojima, and Will Wright; as for the rest of the names listed in the closing credits and the instruction manual…well, who?

    This apparent cognitive failure of gamers to acknowledge the contribution of game developers to our overall well-being is only brought to the fore on rare occasions, when the people behind our gaming pleasure see no option but to go public with their sentiment of systemic discontent. The enduring example of the entire discussion surrounding game developers’ quality of life arose in November 2004, when an anonymous blog post by the partner of an EA Games developer working on The Lord of the Rings, The Battle for Middle-earth detailed a studio-wide, 85-hour work week.

    “The stress is taking its toll,” the blogger wrote. “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.”

    The blog post gained widespread media attention and, later, saw EA settle over US$30 million in overtime to staff at its California studio following three class-action lawsuits. The “EA Spouse” saga, led by blogger Erin Hoffman, shone a spotlight into the dark corners of game development. For the first time, it seemed, gamers were made aware that making video games for a living isn’t necessarily as fun as it sounds.

    A similar incident in early 2010, ahead of the release of Red Dead Redemption, saw the “Determined Devoted Wives of Rockstar San Diego employees” publish a scathing attack against that studio’s management on industry website Gamasutra and threaten legal action if their partners’ working conditions were not improved. It is unclear whether that situation was resolved, although it appears that no lawsuits were filed against Rockstar Games. More recently, Team Bondi, the Sydney-based developer of the Rockstar Games-published L.A. Noire, was revealed to have dictated what former employees referred to as an “ominous crunch” (the intensive period before a deadline) that lasted for years, and a revolving-door staff policy that saw over a hundred employees leaving throughout the game’s seven-year development.

    Those three games–Battle for Middle-earth, Red Dead Redemption, and L.A. Noire–achieved Metacritic ratings of 82, 95, and 89, respectively. Collectively, they were enjoyed by an audience of millions across the PC, Xbox 360, and PlayStation 3 platforms. In the grand scheme of things, it’s all too easy to sweep a few months–or, in the case of L.A. Noire, years–of long working hours under the rug and bask in the shining glory of the final products. But to do so would be a mistake, argues Kenneth Yeast, who was the engineering development director at Electronic Arts during the Battle for Middle-earth project.

    For the full story, visit GameSpot.

    Further reading: Why Did L.A. Noire Take Seven Years To Make?