I'm creating this thread here to give the people of gtaf some insight as to what actually happens within the business and gaming companies.
glassdoor.co.uk is a website where Employees review their business workplace. Its is essentially a repository of information on companies by anonymous staff that have or are still working their.
I have seen many of gtaf members here make suggestions towards them knowing how the production should go, the time it should take to release projects and comments on R* development in general.
So I bring you some reviews and information quoted from a R* staff member (mostly developers it looks like), for gtaf to look over if you are ever wondering about what goes on behind the scenes.
So before you post something about the development of Gta online in the future, have a think about it first after reading a few of these:
"Organized chaos," written by a former employee on July 9, 2011."
Cons – * There is a feeling of "perpetual crunch". Lots and lots of milestones with fancy names. Each one is treated like it's the most important milestone ever. Except it's not, and when one is over, it's on to the next one that is coming up in a month's time.
* Chaotic production pipeline. Changes are often made on things that you thought were already done, resulting in old work being scrapped. This can be very demoralizing.
* Rockstar likes to focus on one game at a time. That means if you're working on a project that's not coming out soon, it is left to meander aimlessly for 2 to 3 years. When whatever other focus game is released, attention will finally be brought to your project.
* Work environment can sometimes be too casual. You can disappear for a 1 hour smoke break and no one would care. Very rarely do people get called for it, and bad habits are left to grow worse.
* New York controls everything. If they want something changed, you have to do it. Decisions made by local management will get overruled. Something that was approved by your boss 6 months ago will all of a sudden have to be redone because of New York.
* Multiple bosses on one project. Too many cooks in the kitchen with clashing opinions, resulting in work having be redone over and over again.
* The game engine is buggy, and lots of things can and do go wrong. When they do, it can tack on 2 or 3 extra hours to your workday.
* Develop a real-time game editor. The way game levels are being created right now is simply too time consuming.
* Recruit senior staff. Stop relying on junior hires just because they're cheaper. Some of the departments are under-performing because of lack of experience amongst the workers.
"Pros – - Friendly people
- relaxed atmosphere
- great games
- freedom to grow into different roles
Cons – - The tools. The reason why the games are constantly delayed is because of the tools. Rage is a very artist unfriendly engine. As an artist, expect to suffer through tools issues on a daily basis. The tools department is stuck in their ways, unwilling to admit that their pipeline is inefficient and contributing to poor productivity. Band-aids are issued to patch up issues in the short term, without any long-term plan on how to fix things. No artist should ever have to see a maxscript error pop-up. Ever.
- Lots of artists with outdated skillsets, and unqualified people who come from other departments (often QA) simply to fill seats.
Advice to Senior Management – All the management laundry has already been aired by others.
Advice to TOOLS: Scrap the current pipeline. Go study Unreal or Cry Engine. Give us a real-time game editor, one that doesn't require hours of exporting time. Our games would be out in half the time.
No, I would not recommend this company to a friend"
Other reviews from staff found here: http://www.glassdoor...iews-E20887.htm