All posts tagged Employment

  • The Weekend Australian Magazine story: ‘Mind The Gap: Training Queensland Rail train drivers’, November 2017

    A feature story for The Weekend Australian Magazine, published in the November 11-12 issue. Excerpt below.

    Mind The Gap

    It took a “rail fail” to realise the network needed more train drivers. So what does it take to be one?

    'Mind The Gap: Training Queensland Rail train drivers' story by Andrew McMillen in The Weekend Australian Magazine, November 2017. Photo by Justine Walpole

    The passenger train slows as it approaches Grovely Station, 11 stops north of Brisbane Central, on a lovely winter’s Friday. At precisely 10.10am it comes to a stop and a bloke alights, pulls out a can of bourbon and cola and takes a swig as he passes the train driver’s cabin, occupied by tutor Chris Haag and his trainee, Matau Hohaia. They pay no heed. Hohaia pauses for a few moments and then presses a button on the console, triggering an automated announcement that’s heard throughout the carriages behind his ­comfortable seat. “Doors closing,” says a calm male voice. “Please stand clear.”

    At the end of the platform a few metres from the driver’s seat is a silver pole topped by a single yellow light. “Restricted signal,” says Hohaia, thinking aloud in a coded shorthand for the ­benefit of his tutor. “So our red will be the red starter at Keperra. We’re going to be taking the 60 for the 80 straight track sign, then 20 over the magnet, stopping at the six-car stop.”

    Hohaia reaches a top speed of 60km/h and slows to ease into Keperra Station, bringing the front cabin to a stop beside a mark on the platform that’s no bigger than a dinner plate. This black ­circle inside a yellow square denotes the proper finishing point for a six-car carriage, part of the Queensland Rail Citytrain service. “Beautiful. It’s surprising just how difficult that is — it takes a lot of practice,” says Haag. “Why thank you,” replies Hohaia with a grin. “I’ve been working on that!”

    “And I owe you a jelly bean,” says Haag, referring to the unofficial reward system for trainees who stick the landing at each platform. “You’ll make me a poor man from all those jelly beans!” At 29, Haag is eight years Hohaia’s junior, but the older apprentice has a great respect for the keen eyes and observations of the younger master, who is helping him to finish his training and become one of Queensland’s most precious resources: a qualified train driver.

    To read the full story, visit The Australian. Above photo credit: Justine Walpole.

  • GameSpot story: ‘The State of the Aussie Game Development Industry in 2012’, September 2011

    A feature story for GameSpot. Excerpt below.

    The State of the Aussie Game Development Industry in 2012

    In the wake of THQ’s studio closures in Brisbane and Melbourne, GameSpot AU investigates the path forward for the Australian game development industry.


    The State of the Industry

    Fortitude Valley, Queensland. Four years ago, this suburb functioned as the central nervous system of the tight-knit Australian game development industry. Employees of the five big studios–THQ, Krome, Pandemic, Auran, and The Creative Assembly–all worked within walking distance of one another. It was an extraordinary period of growth, wherein contracts to build licensed games for overseas publishers were relatively easy for development houses to secure, and to profit from. Studio executives, developers, and the Queensland government’s “Smart State” flag wavers toasted each other’s success.

    One by one, these companies were faced with insurmountable difficulties: new IP failing to attract adequate market attention; cost reductions by overseas headquarters; and licensed game contracts drying up, due to a rising Australian dollar. In early August 2011, another death knell sounded across the community: THQ’s sudden “right-sizing” saw the shuttering of its Brisbane and Melbourne studios, resulting in the loss of around 200 jobs. Less than a year ago, Krome Studios–once the country’s largest independent game development company, home to more than 400 employees across three cities–ground to a halt.

    Around 40 of Krome’s best talent were kept on and quietly folded under the banner of KMM Brisbane, a local arm of Kennedy Miller Mitchell’s Sydney-based animation and development studio. Yet, recent online rumours suggest that once KMM Brisbane’s current project, Happy Feet 2, is completed, the studio’s lights will be switched off. (GameSpot AU contacted a KMM Brisbane producer for comment, but they would not respond; an anonymous source said that four artists were laid off in the first week of August, that “most” would be laid off at the end of the month, and that “a core few” would stay until October, when the game ships.) Once again, some of this country’s most experienced and talented developers will return to an ever-contracting job market.

    On the first floor of an unremarkable office building, on Warner Street in Fortitude Valley, sits Sega Studios Australia, an 80-strong outfit that was known as The Creative Assembly until June 2011. They’re deep into the development of London 2012, an Olympic Games tie-in for the Xbox 360, PlayStation 3, and PC. The walls are adorned with interesting artwork and materials that can’t be described, due to the nondisclosure agreement signed upon entry.

    “We’re now the biggest developer in Brisbane, and probably Australia,” says Gareth Gower, director of studio marketing. “We’ve got a bit of a responsibility to nurture as much talent as possible, and help the industry that way.” They’ve got only two vacancies at the moment, both high-level positions: studio art director and senior engine programmer.

    “It’s brutal. Absolutely brutal,” says studio director Marcus Fielding of the job market. He held the same role at Krome at the time of its closure in late 2010. “I’m seeing people at the local gym who can’t believe it’s happened again. They’re asking the question of me, ‘Is Sega secure?’ All I can do is work really hard to ensure that we are secure.”

    Of the studio’s 80 employees, 60 are full time; the other 20 are contractors, mostly animators. Fielding introduced GameSpot AU to several staff from a range of disciplines. Senior environment artist Chris Conte began his career with online gambling developer Eyecon in 2004 and then spent nearly five years with Krome and, later, KMM Brisbane. Senior animator Adam Dowley started with Ratbag Games, an Adelaide-based outfit that was acquired by Midway Games in 2005. After being closed by Midway, Krome rehired many of Ratbag’s staff and established Krome Studios Adelaide before eventually closing the doors in August 2010.

    “It throws your entire life into disarray,” recalls Dowley of the closure. “When Krome went down, I’d just bought a house in Adelaide.”

    “I’d just bought a house here in Brisbane, too,” says Conte. “It’s scary. It puts you in a mind-set where you don’t know what’s going to happen. I think we’re pretty good here at Sega, but there’s always that thought at the back of my mind now: ‘What happens at the end of this game?’ It’ll be there probably for the rest of my career, now; once we get to wrap-up time, what’s going to happen? Are we going to be able to do another project?”

    “It’s a fear that’s in the back of every developer’s mind,” says technical director Mark Rowley. “As an industry, it’s far more fragile than most.”

    “The problem is that people are very specialised in this industry,” adds Dowley. “They don’t have skill sets that are applicable to other industries. Game designers; where can they go? I can animate; how do I use that outside of games or film?”

    “You’ve specialised yourself for the love of the job,” replies Rowley.

    “You love it so much that you’ve kind of doomed yourself!” concludes the senior animator. He and his colleagues laugh knowingly.

    For the full story, visit GameSpot.

    Further reading: A Matter Of Size: The State of Triple-A Game Development in Australia

  • 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?

  • IGN Australia story: ‘Australian Games Education: A 2010 Report Card’, December 2010

    My second feature story for IGN Australia. Excerpt below.

    Australian Games Education: A 2010 Report Card

    Do you want to work in the games industry? The good news is that over two dozen education institutions across Australia offer games-related degrees. But how valuable is having a degree? Are they keeping up with the changing face of development in Australia? And with so many studio closures how many jobs are there anyway? IGN AU finds out…

    In the wake of Krome Studios’ significant downsizing in mid-October, one fact became very clear: finding employment in the local game development industry was going to be harder than ever before. Though Australia’s largest gaming company surpassed over 400 employees across three studios at one point, their gradual decline eventually returned the vast majority of that talent back into the national job pool.

    All industries move in cycles, and though the Australian game development sector is at a low ebb right now, it’s myopic to believe that things will stay this way forever. Though Krome’s wave broke upon the shore and left a great many stranded – as the saying goes, the bigger they are, the harder they fall – other sectors of the local industry are experiencing periods of unprecedented growth. Krome’s downfall served as a two-prong reminder: that large-scale game development is a high-risk business, and that relying upon overseas publishers’ work-for-hire cheques in a volatile world economy is among the riskiest business in the games industry.

    Disheartening though the events of October 2010 were, as I sifted through the detritus of vindictive former Krome employees and their shattered CEO Robert Walsh, one question kept flitting through my mind: what did this all mean for students graduating with games degrees in 2010? Here they were, about to enter the job market – many of them bleary-eyed, owing to marathon all-nighter sessions spent completing their final projects – only to be shuttled to the very end of the queue. They’d stand behind former staff from Krome, and the handful of other development companies who’ve shuttered in recent years; behind anyone who ever took on a temp QA (quality assurance; game testing) role; behind existing games graduates, many of whose only industry experience is submitting their portfolio to every studio with an email address, and – if they were lucky – participating in a brief internship, arranged on behalf of their educational institution in their final trimester.

    What else but passion could drive these people? To give up several years of their (often young) lives, to willingly put themselves tens of thousands of dollars in debt, just for the slight chance that they’ll be able to make a living making video games in Australia? The answer must be passion, if not madness. Yet here they are: hundreds of them, each year, graduating with degrees in games design, art, animation and programming. On the other side of mortarboards, robes and well-deserved handshakes awaits uncertainty, self-doubt, and a high likelihood of unemployment – within the game development industry, at least.

    Put simply, making games for a living sounds like fun. Given that gaming is the world’s fastest-growing entertainment medium – last year, for instance, Australian consumers spent over $2 billion on video games – it’s unsurprising that tertiary education providers were keen to institutionalise game development, just as they’ve done for practically every other form of creativity. As I discovered, though, investing in a games-specific education in the hopes of obtaining employment within the local industry is a decision of similarly high risk as building your company’s business model around ever-shifting economies and the mood swings of international publishers.

    For the full story, visit IGN Australia. At 6,000 words, it’s the longest article I’ve written. A huge thanks to everyone I spoke with for this story.

  • Cumulative Advantage and Social Currency

    A straightforward online exchange: Matt Granfield tweeted a link at @waycooljnr, the Twitter account I run with Nick Crocker for music and marketing links. It was an interesting link worth sharing, so I thanked Matt via Twitter and left a comment on David Gillespie‘s blog post.

    Simple, right? And, at first glance, pretty nerdy, especially when I describe what took all of 30 seconds. But it got me thinking about what is, in my mind, the real value of social networking: shortening the distance between people.

    Good thing there's no dice on the cover. Yeah, an NNT in-joke. Boom.For the last couple months, I’ve been reading a book by Nassim Nicholas Taleb called The Black Swan. I’m not going to feign complete comprehension, as frankly, it’s the most challenging thing I’ve read since Robert Greene‘s 48 Laws Of Power, which took me over a year to absorb.

    Among many taxing topics, Taleb discusses the ‘Matthew effect‘, otherwise known as cumulative advantage. It’s the concept whereby it’s easier for the rich to become richer, and for the famous to get more famous:

    This theory can easily apply to companies, businessmen, actors, writers, and anyone else who benefits from past success. If you get published in The New Yorker because of the color of your letterhead or attracted the attention of the editor, who was daydreaming of daisies, the resultant reward can follow you for life. [p. 218]

    The earlier Twitter exchange allowed me to bridge the gap between that concept and social networking. Put simply: the more you interact with someone online before you meet them, the greater the chances that you’ll get what you want for them, be it friendship, mentorship, or a job.

    Let’s run with the third option. Picture two undergraduate job candidates. One spends his days at university and his nights on the couch watching television. The other spends his days at uni and his nights online, reading blogs, participating in relevant industry conversations via social media, and identifying local influencers within the industry he hopes to begin a career.

    An ideal employer advertises a junior role. Until they shake hands at the interview, Dude #1 is nothing more than a resumé and a cover letter to the employer. But Dude #2 has been sharing valuable links and commenting on the company’s blog, so he strikes an easily rapport with the employer based on their mutual interests and knowledge. Their social currency.

    Which one’s going to get the job? [An aside: I’m as surprised as you that I autopiloted into a university-based thought exercise, given my past admonishment of its worth.]

    Okay, the scenario’s not applicable to every industry. A chemistry undergraduate would find it less pertinent than a web designer. But hell, everything’s online these days. It kinda blows my mind that so many people still don’t get this.

    They're definitely not signing any more electro acts, though.I’ve been online for like 10 years, and I’m only just beginning to consciously pay attention to this stuff. Cumulative advantage dictates that the more time you spend online building meaningful relationships and contributing to the internet, the easier it’ll be to get what you want.

    At the top, I wrote that it was kinda nerdy to describe a Twitter interaction. But when you’re using these tools to establish yourself as an influencer within the industry you’re passionate about, well, who the fuck cares if it’s nerdy? You’re winning.

    One of Australia’s top indie record labels today advertised a job via Twitter. You wouldn’t hear about that while watching television, would you?

    Three quotes occurred as I wrote this. The last one’s the most important.

    Ryan Holiday, December 3 2007:

    [If I was starting all over again today]l I’d become a personal RSS reader for one or two of the big bloggers. “You’ll like this article.” “Do you read this blog? He hits a lot of the same themes that you do.” “I’m hearing rumors that ____ is going to acquire ______, just wanted to give you a heads up.” And I would tailor the results for that person based on what I know they like. I would kill myself doing it. Every day, 5-10 articles. And then I would start to integrate commentary or questions. Become the guy that they get their information from, the person that keeps them connected to the pulse. Maybe one week I’d take a break and send nothing, just to highlight the difference. The ultimate end game being that they would start to send you out to find things for them: “What can you tell me about ________” Yes, you’re a research bitch but in the end, you come away with something that even the person you’re serving doesn’t–not just a vast reserve of knowledge but the ability to find out where it is coming from.

    Ryan Holiday, June 11 2008:

    One day you’ll probably want something from the internet – you’ll have a book to promote, a business that needs customers, someone you need to meet, an ebay auction you’re trying to sell, a job you’re after. It’ll be too late then. You have to start before. And there’s only one way to do that.

    Tait Ischia, April 17 2009:

    You have to prove to business owners that you are good and that you’ll make them money. And of course the best way to prove it is by doing stuff. Blogs are the easiest way to do stuff. It’s basically like maintaining a Facebook but isn’t a complete time-wasting exercise in vanity. If all the kids these days spent the same amount of time writing blogs that they did on Facebook, then [the advertising] industry would be a hell of a lot more competitive.

  • Rock Day Jobs: The Mark Of Cain

    The Mark Of Cain are a hard rock band from Adelaide, South Australia. Featuring brothers Kim and John Scott on bass and guitar respectively, the trio were prolific throughout the 1990s and attracted JJJ airplay and a dedicated following. Their last album, This Is This, was released in 2001. Ex-Helmet and TMOC drummer John Stanier went on to greater success with Tomahawk and Battles, and the band laid dormant until earlier in 2008.

    The band started a blog in April; it was seldom-updated until I received an RSS notification yesterday. John posted a new article regarding his frustration at being unable to find the time to lay down the vocal tracks for their sixth album.

    It’s an interesting read even if you have no interest in the band, and for that I don’t blame you. They play a very aggressive style of hard rock that’s decidedly masculine and notoriously cathartic in its delivery. Check out their MySpace to sample their work.

    Here is the link to John’s entry. He discusses day jobs, the government tender process, the Australian Defence Force and their professional doublespeak. It’s not often that I read uncensored diatribes published directly by well-known bands, so I thought I’d share it with you.

    I’ve included some quotes below.

    Kim is now responsible for the day to day running of a business that has around 900 people in it, and the role he has taken on is still in its infancy as far as his learning the way the company works and so he has been very quiet of late.

    As for me, I’ve been involved in a couple of what we call “bids” at work, where long hours are put in (more often than not), to estimate how long a job will take and what it’s cost would be and then issue it out as a response to a customer’s needs. In this case the customer is usually the Australian Defence Force, and they often release a request to companies to quote on how much it will cost to provide a particular requirement to meet their operational needs, and that is where the bid process comes in.

    Hey, planes drop bombs you know so what are you going do? May as well help get better accuracy and help decrease collateral damage, (my apologies for using doublespeak, what I meant to say was help stop blowing defenceless woman and children and other innocent non-combatants into vapour – the pink mist….).

    How great it would have been to have had some success with music that would allow a life that revolved around recording and writing full time rather than trying to fit two disparate careers together which don’t even have the slightest overlap with each other.

    Full article here.