<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: What Does Top Entry-Level Talent Cost Nowadays?</title>
	<atom:link href="http://www.edery.org/2006/03/what-does-top-entry-level-talent-cost-nowadays/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.edery.org/2006/03/what-does-top-entry-level-talent-cost-nowadays/</link>
	<description>For those interested in the business of making great video games. Entrepreneurial spirit a must.</description>
	<lastBuildDate>Wed, 08 Feb 2012 08:07:36 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: Addicting Entertainment &#187; Blog Archive &#187; Entry Level Game Industry Salaries: Maybe There&#8217;s Hope Yet</title>
		<link>http://www.edery.org/2006/03/what-does-top-entry-level-talent-cost-nowadays/comment-page-1/#comment-772</link>
		<dc:creator>Addicting Entertainment &#187; Blog Archive &#187; Entry Level Game Industry Salaries: Maybe There&#8217;s Hope Yet</dc:creator>
		<pubDate>Sat, 18 Mar 2006 00:46:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/?p=137#comment-772</guid>
		<description>[...] looks like for engineers, the disparity in salaries between RWJ (real world jobs) and GIJ (game industry jobs) is tightening up! working in a &#8216;real&#8217; industry will only net you a 14% raise &#8212; again, for engineers. [...]</description>
		<content:encoded><![CDATA[<p>[...] looks like for engineers, the disparity in salaries between RWJ (real world jobs) and GIJ (game industry jobs) is tightening up! working in a &#8216;real&#8217; industry will only net you a 14% raise &#8212; again, for engineers. [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: D-man</title>
		<link>http://www.edery.org/2006/03/what-does-top-entry-level-talent-cost-nowadays/comment-page-1/#comment-722</link>
		<dc:creator>D-man</dc:creator>
		<pubDate>Sun, 12 Mar 2006 15:39:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/?p=137#comment-722</guid>
		<description>Just thought I would add my 2 cents here...

Since I have found interest and started researching the game
industry, I have found that it doesn&#039;t really make a whole lot
of sense. I completely agree that 30k is way too low for an
entry level producer. I have been playing games since I was 7
on nintendo and a 386 IBM. Although the graphics have gotten
much better since then, the quality of games has not. Maybe
companies should focus more on their management and design
resources, because almost every comp sci major out there wants
to be a programmer. I know more computer programmers than I
could shake a stick...

So what kind of people does 30k attract for a job? The ones that
just need to work with games and can&#039;t do anything else. At
first glance, this seems good for the company. But I think
that setling for 30k when you can get better elsewhere is
irresponsible and screams &#039;I love games hehehe&#039;. I would more
readily start a new company, even with no experience but good
management and design skills, if every company offered only
30k. Let us think about what other types of jobs make 30k...
without a college degree!</description>
		<content:encoded><![CDATA[<p>Just thought I would add my 2 cents here&#8230;</p>
<p>Since I have found interest and started researching the game<br />
industry, I have found that it doesn&#8217;t really make a whole lot<br />
of sense. I completely agree that 30k is way too low for an<br />
entry level producer. I have been playing games since I was 7<br />
on nintendo and a 386 IBM. Although the graphics have gotten<br />
much better since then, the quality of games has not. Maybe<br />
companies should focus more on their management and design<br />
resources, because almost every comp sci major out there wants<br />
to be a programmer. I know more computer programmers than I<br />
could shake a stick&#8230;</p>
<p>So what kind of people does 30k attract for a job? The ones that<br />
just need to work with games and can&#8217;t do anything else. At<br />
first glance, this seems good for the company. But I think<br />
that setling for 30k when you can get better elsewhere is<br />
irresponsible and screams &#8216;I love games hehehe&#8217;. I would more<br />
readily start a new company, even with no experience but good<br />
management and design skills, if every company offered only<br />
30k. Let us think about what other types of jobs make 30k&#8230;<br />
without a college degree!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Myton</title>
		<link>http://www.edery.org/2006/03/what-does-top-entry-level-talent-cost-nowadays/comment-page-1/#comment-717</link>
		<dc:creator>Myton</dc:creator>
		<pubDate>Fri, 10 Mar 2006 20:01:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/?p=137#comment-717</guid>
		<description>&gt; The games media is not like TV at all…game technology is constantly evolving as are the experiences presented by cutting edge games. The evolution of games is tied directly to leaps in computer technology. 

That in no way implies that a producer must understand the innerworkings of the advances themselves.  An effective producer needs only know how to best uses those technological advances to his/her game&#039;s advantage.

I do not have to be an application developer (or have any experience of writing any kind of code) to realize what a certain application could mean for a project I was in charge of after being told what it can and can&#039;t do.

Basically, there are two types of people.  Those who can be great game producers and those who can&#039;t.  

An engineer, a mailman, a carpenter or a Navy Seal could be either from either camp, and being one of these professions does not imply which camp they may fall into.</description>
		<content:encoded><![CDATA[<p>&gt; The games media is not like TV at all…game technology is constantly evolving as are the experiences presented by cutting edge games. The evolution of games is tied directly to leaps in computer technology. </p>
<p>That in no way implies that a producer must understand the innerworkings of the advances themselves.  An effective producer needs only know how to best uses those technological advances to his/her game&#8217;s advantage.</p>
<p>I do not have to be an application developer (or have any experience of writing any kind of code) to realize what a certain application could mean for a project I was in charge of after being told what it can and can&#8217;t do.</p>
<p>Basically, there are two types of people.  Those who can be great game producers and those who can&#8217;t.  </p>
<p>An engineer, a mailman, a carpenter or a Navy Seal could be either from either camp, and being one of these professions does not imply which camp they may fall into.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: FromTheTrenches</title>
		<link>http://www.edery.org/2006/03/what-does-top-entry-level-talent-cost-nowadays/comment-page-1/#comment-716</link>
		<dc:creator>FromTheTrenches</dc:creator>
		<pubDate>Fri, 10 Mar 2006 17:58:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/?p=137#comment-716</guid>
		<description>Game Ghetto - Your comments show exactly how wrong you are.  The games media is not like TV at all...game technology is constantly evolving as are the experiences presented by cutting edge games.  The evolution of games is tied directly to leaps in computer technology.  By contrast film and video media have not progressed significantly in decades. Show me a director that doesn&#039;t understand the nuances of film (camera, lighting, film stock, etc) in addition to the forms of drama and entertainment, and I&#039;ll show you some really bad films.</description>
		<content:encoded><![CDATA[<p>Game Ghetto &#8211; Your comments show exactly how wrong you are.  The games media is not like TV at all&#8230;game technology is constantly evolving as are the experiences presented by cutting edge games.  The evolution of games is tied directly to leaps in computer technology.  By contrast film and video media have not progressed significantly in decades. Show me a director that doesn&#8217;t understand the nuances of film (camera, lighting, film stock, etc) in addition to the forms of drama and entertainment, and I&#8217;ll show you some really bad films.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Game Ghetto</title>
		<link>http://www.edery.org/2006/03/what-does-top-entry-level-talent-cost-nowadays/comment-page-1/#comment-701</link>
		<dc:creator>Game Ghetto</dc:creator>
		<pubDate>Wed, 08 Mar 2006 18:05:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/?p=137#comment-701</guid>
		<description>The prevailing attitude that an effective designer or producer needs to have been trained as an engineer is the reason that most games don&#039;t speak to the mass market. TV producers aren&#039;t expected to be electrical engineers capable of building a cathode ray tube -- they&#039;re expected to understand the universality of drama, comedy, and how to entertain.

Until we can abandon the old school programmer-reigns paradigm, we need to give up complaining that our medium is marginalized.</description>
		<content:encoded><![CDATA[<p>The prevailing attitude that an effective designer or producer needs to have been trained as an engineer is the reason that most games don&#8217;t speak to the mass market. TV producers aren&#8217;t expected to be electrical engineers capable of building a cathode ray tube &#8212; they&#8217;re expected to understand the universality of drama, comedy, and how to entertain.</p>
<p>Until we can abandon the old school programmer-reigns paradigm, we need to give up complaining that our medium is marginalized.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Kevin</title>
		<link>http://www.edery.org/2006/03/what-does-top-entry-level-talent-cost-nowadays/comment-page-1/#comment-699</link>
		<dc:creator>Kevin</dc:creator>
		<pubDate>Wed, 08 Mar 2006 05:20:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/?p=137#comment-699</guid>
		<description>I would like to agree with an earlier post. It was said that given these circumstances a perosn is more likely to become an game programmer first, and eventually turning into a game porduce. Whihc I think is the best scenario, because in order to understand what it takes to program a game in a  realistic amount of time, you need to program the game. 

For example, I am no artist, I could not realisticly tell an artist I expect you to have a completely photo realistic drawing of a model on my desk by tomorrow, that would be asking far to much of the person. In order to truly understand this concept, I would need to learn to draw so that I would at least have some idea, what is a good amount of time.

I guess the point I am making is this, producers need experience in order to be good producers, and the only effective way for a company to discover this is by having you work for them as a programmer first.</description>
		<content:encoded><![CDATA[<p>I would like to agree with an earlier post. It was said that given these circumstances a perosn is more likely to become an game programmer first, and eventually turning into a game porduce. Whihc I think is the best scenario, because in order to understand what it takes to program a game in a  realistic amount of time, you need to program the game. </p>
<p>For example, I am no artist, I could not realisticly tell an artist I expect you to have a completely photo realistic drawing of a model on my desk by tomorrow, that would be asking far to much of the person. In order to truly understand this concept, I would need to learn to draw so that I would at least have some idea, what is a good amount of time.</p>
<p>I guess the point I am making is this, producers need experience in order to be good producers, and the only effective way for a company to discover this is by having you work for them as a programmer first.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Julian Beak</title>
		<link>http://www.edery.org/2006/03/what-does-top-entry-level-talent-cost-nowadays/comment-page-1/#comment-698</link>
		<dc:creator>Julian Beak</dc:creator>
		<pubDate>Wed, 08 Mar 2006 01:30:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/?p=137#comment-698</guid>
		<description>Three things come to mind:

1. I say the least stressful job on a game team is a junior engineer. Junior engineers usually have hard constraints for which to measure their success and therefore it is very satisfying. Junior artist is a close second and is only more stressful because you have to communicate qualitatively so much with your lead, and that is prone to misunderstanding.

2. I&#039;ve seen engineers successfully transition to producer. They get more respect from their teams than when entry-level producers transition to full producers. The latter have to deal with more bullshit from people who don&#039;t respect them. 

3. Leadership is not for everyone and the strength of character required to lead a team is not found in only the technically savvy. Sometimes the technically savvy believe that &quot;hell is other people&quot;. The mix of characteristics required for an effective game team leader is worth 120+K. These same people could work as executives and earn at least that much, so the games industry is going to continue making mediocre games till they pay up. 

I&#039;ve worked in this industry for almost 18 years and that is what I found to be true in my circumstances.</description>
		<content:encoded><![CDATA[<p>Three things come to mind:</p>
<p>1. I say the least stressful job on a game team is a junior engineer. Junior engineers usually have hard constraints for which to measure their success and therefore it is very satisfying. Junior artist is a close second and is only more stressful because you have to communicate qualitatively so much with your lead, and that is prone to misunderstanding.</p>
<p>2. I&#8217;ve seen engineers successfully transition to producer. They get more respect from their teams than when entry-level producers transition to full producers. The latter have to deal with more bullshit from people who don&#8217;t respect them. </p>
<p>3. Leadership is not for everyone and the strength of character required to lead a team is not found in only the technically savvy. Sometimes the technically savvy believe that &#8220;hell is other people&#8221;. The mix of characteristics required for an effective game team leader is worth 120+K. These same people could work as executives and earn at least that much, so the games industry is going to continue making mediocre games till they pay up. </p>
<p>I&#8217;ve worked in this industry for almost 18 years and that is what I found to be true in my circumstances.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Michael Huang</title>
		<link>http://www.edery.org/2006/03/what-does-top-entry-level-talent-cost-nowadays/comment-page-1/#comment-697</link>
		<dc:creator>Michael Huang</dc:creator>
		<pubDate>Tue, 07 Mar 2006 18:54:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/?p=137#comment-697</guid>
		<description>I think there are a lot of factors into going into this -- while good producers are valuable in this industry, depending on the company, a good engineer is worth many times that. 

In addition, I think that traditionally Producers have come from the non-production areas of the game company. Part of this is because going from art or programming to producer would typically result in a pay cut. So instead, producers come from the lesser paid areas of the game company -- qa, tech support, administrative. I&#039;d say 75% of the time entry-level producers come from QA. 

I&#039;ve seen really bad producers come from QA, I&#039;ve seen some really good ones come from QA -- what&#039;s more important than where they come from is how the team sees the producer -- if they respect the producer for his knowledge, experience and abilities, things usually go pretty smoothly. The teams that don&#039;t respect their producers are usually the ones that fail to release product on time.</description>
		<content:encoded><![CDATA[<p>I think there are a lot of factors into going into this &#8212; while good producers are valuable in this industry, depending on the company, a good engineer is worth many times that. </p>
<p>In addition, I think that traditionally Producers have come from the non-production areas of the game company. Part of this is because going from art or programming to producer would typically result in a pay cut. So instead, producers come from the lesser paid areas of the game company &#8212; qa, tech support, administrative. I&#8217;d say 75% of the time entry-level producers come from QA. </p>
<p>I&#8217;ve seen really bad producers come from QA, I&#8217;ve seen some really good ones come from QA &#8212; what&#8217;s more important than where they come from is how the team sees the producer &#8212; if they respect the producer for his knowledge, experience and abilities, things usually go pretty smoothly. The teams that don&#8217;t respect their producers are usually the ones that fail to release product on time.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Anonymous</title>
		<link>http://www.edery.org/2006/03/what-does-top-entry-level-talent-cost-nowadays/comment-page-1/#comment-696</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Tue, 07 Mar 2006 11:46:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/?p=137#comment-696</guid>
		<description>Damn, 70K for a job straight out of uni, that&#039;s almost the same number as mine after a few years in engineering at a gaming company (Sydney.au).... I&#039;m in the wrong country!</description>
		<content:encoded><![CDATA[<p>Damn, 70K for a job straight out of uni, that&#8217;s almost the same number as mine after a few years in engineering at a gaming company (Sydney.au)&#8230;. I&#8217;m in the wrong country!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Spiff</title>
		<link>http://www.edery.org/2006/03/what-does-top-entry-level-talent-cost-nowadays/comment-page-1/#comment-693</link>
		<dc:creator>Spiff</dc:creator>
		<pubDate>Mon, 06 Mar 2006 20:22:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/?p=137#comment-693</guid>
		<description>John said:
&gt;In MY experience those [ designer and producer ] are not as stressful as being an engineer.

Here&#039;s some free career advice. If you like designing so much more than programming, you need to become a designer.

I started in the late 80s as an engineer, when that role also had a lot of design responsbility. Then I became a Lead Designer, then an Executive Producer. After all that, I can personally attest that engineering is the least stressful of those jobs. Being able to focus on a technical task is not only less stressful, it&#039;s more fun in many ways. Furthermore, technical jobs often have less accountability, because most managers don&#039;t have technical experience (or CURRENT technical experience) and thus can&#039;t hold their programmers to task for screwing up. Meanwhile designer and EPs are always under the gun of upper management, marketing etc.

In all seriousness, you seem to be indicating that your experience shows that design is more fun than programming. The Technical Director I hired would disagree with you 100%. He wants to solve technical problems every day and doesn&#039;t want to deal with the design/production side. If you agree with him, stay in programming. Otherwise, ask for some design responsbility and switch career tracks. You will be happier in the end.</description>
		<content:encoded><![CDATA[<p>John said:<br />
&gt;In MY experience those [ designer and producer ] are not as stressful as being an engineer.</p>
<p>Here&#8217;s some free career advice. If you like designing so much more than programming, you need to become a designer.</p>
<p>I started in the late 80s as an engineer, when that role also had a lot of design responsbility. Then I became a Lead Designer, then an Executive Producer. After all that, I can personally attest that engineering is the least stressful of those jobs. Being able to focus on a technical task is not only less stressful, it&#8217;s more fun in many ways. Furthermore, technical jobs often have less accountability, because most managers don&#8217;t have technical experience (or CURRENT technical experience) and thus can&#8217;t hold their programmers to task for screwing up. Meanwhile designer and EPs are always under the gun of upper management, marketing etc.</p>
<p>In all seriousness, you seem to be indicating that your experience shows that design is more fun than programming. The Technical Director I hired would disagree with you 100%. He wants to solve technical problems every day and doesn&#8217;t want to deal with the design/production side. If you agree with him, stay in programming. Otherwise, ask for some design responsbility and switch career tracks. You will be happier in the end.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

