That Time The Gaming Industry Worked Me To Death

Working 9 til 5(am), what a way to make a living.

By Tommy Millar /

Rockstar

I think it’s a given that, when you’re in a job you love to do - a vocation - you just work for the love of it.

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But the games industry isn’t like any other calling. Every colleague I’ve discussed this with, regardless of whether we were working in small, independent groups or enormous, thousand-dev teams, agree that this is an industry that’ll swallow you up if you’re not careful.

Behind the veneer; the projected image of a “big, happy family” that you might see on a company brochure, there’s a more deep-seeded, insidious layer of competition which remains... even if some might deny it.

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Starting Out & Working At Rare

Rare

I was in my early twenties when I got my start in the games industry. I got a brief but very eye-opening period working at Rare, where I learned that I was not, in fact, a total badass in my chosen field, as I watched some true masters create 3D Jiggies, piñatas and Sargothans (major props if you got all three references).

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It wasn’t disheartening, though - it spurred me on to being better, to the perfection of my craft.

If these guys could be this good after only five or ten years in the industry, maybe I could be as good... if not better! Hell, I’d always been an overachiever, the golden child - why couldn’t I eclipse even these behemoths of the industry?

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Several years later, I had hopped between several game development contracts, with a lot of positivity sent my way as I picked up contemporary techniques and some insider knowledge. But it wasn’t to last, as at the start of the 2010s, the industry in the UK hit a “job drought”.

Some companies folded and went into liquidation, including the one I was working with, and suddenly I was met with something I hadn’t had to endure since I was a teenager - unemployment.

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Cont.