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Electronic Arts faces overtime lawsuit
November 12, 2004
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"They've basically created an atmosphere of fear," said the former employee, who resigned about a month ago because he didn't think he could balance family and work pressures. "Pretty much everyone at EA is scared for their jobs."
An industrywide issue
The IGDA's Della Rocca said work schedules that grind down workers don't make sense. "Happy workers are more productive," he said. "Happy workers are more creative." He said the industry fails to devote enough attention at the beginning of game projects to create prototypes, which can determine what is really fun about a game. Without such initial research, last-minute interventions can be needed that increase the burden on workers, he said.
Games also are becoming more complex, Della Rocca said. A decade ago, five people working for six months to a year with a $100,000 budget could create a game. Now a team might be composed of 200 people working for more than a year on a $25 million budget. But management training to handle these more complicated projects is lacking in the industry, Della Rocca said.
He said EA and other industry players are setting themselves up for potential challenges related to stress-induced health problems and unpaid overtime.
A tangle of rules governs what types of employees are exempt from overtime pay and how it is calculated. In California, an employer must pay premium overtime rates to an employee working more than eight hours in a day or 40 hours in a week--unless he or she qualifies as exempt from overtime pay. Certain administrative, executive and professional employees are exempt. Salaried workers are not necessarily exempt.
The lawsuit against EA, filed in July, claims that EA improperly classified image production employees as exempt from California overtime laws. Those employees, defined to include animators, modelers, texture artists, and lighters, are "assigned to duties inconsistent with exempt status," the suit claims. Among other things, the suit asserts that image production employees "do not customarily and regularly exercise discretion and independent judgment," part of the state's test for determining a "professional" exemption.
EA image production employees "regularly work more than eight hours a day and 40 hours in a workweek," the suit alleges. "They work on weekends and occasionally on national holidays, and are not paid any overtime compensation for such work."
In the wake of the initial blog posting last week, there's been chatter about the possibility of unionizing the game industry.
The IGDA has also joined the debate. On Tuesday, its board of directors published an "open letter" that, among other things, called on game developers to take some responsibility for bad working conditions. "Developers are sometimes just as much to blame for submitting themselves to extreme working conditions, adopting a macho bravado in hopes of 'proving' themselves worthy for the industry," the letter said. "Our own attitudes towards work/life balance and production practices need to change just as much as the attitudes of the 'suits.'"
Straitiff said he's in the midst of balancing his home life and career. He is "getting over the burn-out" of long hours at EA and is enjoying playing with his 20-month-old daughter.
He also muses about returning to a field he's loved since he was a kid. Armed with a Commodore home computer, he wrote his own games. He later took a pay cut to come to EA's Maxis division because he was drawn to the "SimCity" game. But EA was snuffing out his passion with the hours it demanded, he said.
"You shouldn't be able to ask a person to work 12 hours a day, seven days a week for months on end," he said. "You really fry a person working like that."






More often then not, deadlines are imposed by bean counters who don't have the first clue about software.
of course you can expect some whining.
Also, one point that CNN's story failed to elaborate on is that most of these people are earning relatively little ($30,000/yr). Hardly a good wage as they are putting in twice the amount of time in jobs that require skill, talent, and determiniation, yet are earning marginally more than the janitor that cleans their cubes. On top of that, they have the cost of living expenses of those costal areas such as LA and San Fransisco.
With that factored in, there really isn't an end and would never be a point in their career to do those useless things like living a life outside of work, having a family, enjoying a holiday, or taking a vacation.
I can't even comprehend the logic of a company that expects high-quality work from an employee putting in sixteen hours a day.
Companies that operate this way are so short-sighted it isn't funny. I flat would not own stock in a company that operated in such a manner. Long-term, a disaster waiting to happen.
You get paid lots of money, good benefits, and sometimes perks like company stock and free food/drinks. If you don't like it, go work in an environment that has lower pay and more flex time. You can't have the high pay and benefits and want to work only 40 a week. Especially when we know there's a lot of surfing the web at work and playing videogames after hours to "de-stress".
The only thing I think the companies should do is institute bonuses. If a game sells really well, then the people on that team should get bonuses. Investment bankers work 80-100+ hours a week, but they get bonuses when the firm reaps profits; it should be the same here...
i've worked overtime, i've stayed til 1 in the morning to get my work done, i've made sure the milestone got produced on time... but i only had to do this for maybe a couple of weeks total per project, and i never had to work weekends. the projects were relatively well managed, it didnt require working 12 hours a day, 7 days a week.
its a sign of the immaturity of the industry that this kind of exploitation is considered normal, and it doesnt help when people dismiss those with valid complaints as "whiners".
Guys like this is one reason why I never tried to get into the video game biz. (The main reason is that I stopped playing video games.)
If you were the kind of guy who worked on cars for a living, you'd be the dude bragging about how many toxic chemicals he's inhaled, and explosions he's witnessed.
- Stone Age Myth
- by mugwump64 November 18, 2004 9:29 AM PST
- It is an often told myth, that programmers who work longer achieve more. This is simply not true: There are lots of studies, that show that the productivity decreases dramatically, when programmers work for endless hours without a break. So, working overtime will help you in absolutely no way to reach your deadline. The funny thing about this, is the fact, that this "over-clocking" of workers only happens in immature industries like the gaming-industry: Without any sensible, proven metrics to measure the productivity of a worker, the only way an under-competent manager has to show his boss that he did everything to reach the deadline, is make his employees stay longer.
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(13 Comments)This situation is not likely to change, if management continues to ignore proven facts and the methods for developing software and measuring productivity remain on the poor level they are today.