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At the
recent Women in Games International Conference in Dallas, Texas, the
closing panel opened with moderator Graeme Devine exploring the subject
of balancing work life, and personal life. “What does that mean to most
of you? Well, it means crunch.”
The
panelists proceeded to introduce themselves. Mike McShaffry, who began
his career in 1990 at Origin Systems, recalled the 100 Club, where
employees would work one-hundred hours in a week. “So, quality of life
is very near and dear to my heart. I've dedicated my career to work on
it constantly.”
“I
started in the industry two years before Graeme,” said Paul Jaquays, an
artist at Ensemble. Jaquays, entered games in the 8-bit years, serving
as Director of Game Design at Coleco. “I've seen both sides of it. I've
worked for hellish companies, and I've worked for fantastic companies.
I've got opinions on both sides of what makes them work, and what
doesn't.”
Lori
Durham described herself as a late-comer to the industry, with prior
experience in management and product management. Durham is VP of
Operations at publisher Aspyr. “Because I've worked in a lot of
different industries, I know it's not unique to the game industry, but
it is definitely something that is worthy of conversation. And I think
we have more control over it than we sometimes think we do.”
“I
just realized, after hearing Lori talk, that she's going to steal
everything I want to say,” Leah Heck said. Heck works with Durham at
Aspyr, as Director of Marketing. Heck agreed, further saying that the
game industry has more control over certain aspects – especially when
compared with client-based service businesses – and this extra control
adds to a greater possibility to achieve a better quality of life.
“Interestingly
enough, when Graeme was at Atari, and Paul was at ColecoVision, I was
Director of Game Design for Intellivision.” said Don Daglow, now
president of Stormfront Studios. He saw the hand of the steering
committee in this coincidence, “Because the old-timers have seen this
issue dealt with in a lot of different ways, and a lot of different
settings.”
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Don
Daglow (Stormfront Studios), Leah Heck (Aspyr), Lori Durham (Aspyr),
Paul Jaquays (Ensemble Studios), Mike McShaffry (BreakAway Games),
Graeme Devine, moderator.
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Devine asked each of the panelists to describe what quality of life meant “right now.”
“The
interesting thing about quality of life is that it's so personal,”
Durham said. “You really can't define it.” Durham's quality of life
priorities have changed at different stages of his life. A number of
factors can affect it, from personal health, to family health, to
parenthood, to hobbies, to whether you work at a place you enjoy.
“There are so many things that can affect it.”
Personally,
the most important thing to Durham is that she has a reasonably good
quality of life inside of work, and outside of work. “You won't always
have a perfect balance as far as how many hours you're outside of the
office, and how many hours you're inside the office.” As long as you
feel good about where you are at that moment, Durham thinks that's what
matters. The biggest question you have to ask yourself is, ‘What are my own personal values today?'
Daglow
sees things in terms of his team. “As a studio head, you have a sense
of who's hurting at any given time, just as you walk around the
studio.” Sometimes it will be coincidental. One team member recently
lost a parent. “That's a hurt you can't do anything about. You feel it,
but you can't do anything about it.” Daglow admitted. But when the team
is hurting from the level of effort that's being put into a project,
“That's something that you feel. And it gets me right in here.”
“What
quality of life means to me,” McShaffry said. “Is that you're just a
generally happy person.” You have to have some level of happiness
inside work, and outside work, in all the aspects of your life. These
are going to ebb and flow, McShaffry concedes, but he thinks people are
happiest at work when they are pushing themselves a little farther than
they thought they could go. He warns there is a delicate barrier that
you can easily push past.
If
you begin to feel yourself pushed way too far, whether by management,
or your own drive to create ‘the thing that you just can't,' then
struggling to attain what you cannot have is something that creates
unhappiness. “We love to struggle to attain what we can have. But if you struggle to attain what you cannot, you will be unhappy.” McShaffry said.
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One of many, many moments of levity during this panel.
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“Quality
of life is feeling what I do on my current project matters,” stated
Paul Jaquays. What he loves about his job is: when Monday morning rolls
around, he can't wait to get into work. “I'm ready to put the weekend
behind me, and get back to doing what I love.” He further cites the
feeling of making important decisions that affect how the game looks,
and plays. Enjoying the daily challenges, and being able to go home at
the end of the day, and draw a line between work and home.
And
finally, being able to surround himself with people he likes working
with. “Everyone that's been hired while I've been at the company, I've
had a say in whether they get hired or not.” Just as previous employees
had a chance to say if Jaquays himself was hired. “So I'm working with
people who brought me in, because they wanted to work with me.” Which
creates an incredible team synergy where you're not working with
someone the boss brought in, “you're working with people you want to
work with.”
Heck
agrees, saying that across the spectrum of experiences, the thing she's
identified as her quality of life is working with great people. “The
games industry is a creative, supportive environment.” One thing she
found interesting at Aspyr, as a growing company they've been adding
people left and right, is that you have to be careful when you start
tinkering with an environment that's been “so supportive and lovely.
You put a bad seed in there and it takes really quickly.”
Seeing
so many people come in, and realizing that they're not really accepting
that same supportive environment, Heck has been trying to convey a work
code, an ethos to new hires. “We don't deal with assholes, and we have
no egos, and there's no bullshit. Those things are very important,
because it is a team—”
“We accept cursing,” Durham adds.
“—As
a publisher,” Heck continued. “We have a marketing team, we have a
project management team, we have developers, we have producers. It's a
pretty large organization. And we all have to work together.” No one
person in the company is more important than the other. “The point is,
the structure of people within the organization, to me, has what
defines whether my quality of life feels good or not.”
It
doesn't matter to Heck if six-thirty, seven o'clock rolls around, and
she's still at the office. “Everyone there is fun, wonderful. And I
feel like we're working together as a team, for a common goal. And we
know at some point, there's going to be a launch party. Because it's
going to be done.”
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