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Devs: How are you doing? Take the GD Mag Quality of Life survey
Devs: How are you doing? Take the GD Mag Quality of Life survey
December 6, 2012 | By Patrick Miller




Game development is a notoriously tough business.

From the moment you decide you want to make games, to your first internship and full-time job, all the way through to your first shipped title or your 50th shipped title, it's a tricky gig that requires persistence, dedication, consistent motivation, and resistance to stagnation.

We know it's hard, so we want to know how the industry has been treating you, in Game Developer magazine's first-ever Quality of Life survey.

You see, every year we perform our annual Salary Survey to see how devs are doing from a financial perspective, but we know that money alone doesn't tell the whole story. We want to know whether you're happy with your career, your future prospects, your work/life balance, and so on.

And if this survey catches on, we'd like to check in every year and see whether you, your friends and colleagues, and the industry as a whole are healthy -- and why.

You can find the survey here. As a reward, we're offering participants a chance to win one of two free GDC Vault 12-month subscriptions ($495 value); in order to enter, you'll have to leave us your name and email address, though we won't use that information to identify specific survey responses or share it with anyone else.



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Comments


Judy Tyrer
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The last survey was in 2009 by the QOL Committee of the IGDA. As Chair of the committee at that time I can attest to the amount of work involved. It is difficult for a volunteer organization to sustain that level of activity, especially when most of us worked crunch hours. Thank you for picking this up.

Joe McGinn
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The survey is broken ... on all the hours questions, there is only "< 40" and "41 ... 50"! Answering either one of those gives a severely wrong and skewed result. Why would they make a survey that asks about working hours but does not include the standard work week as an option???

Patrick Miller
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Fixed it, thanks for mentioning it though!


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