A programmer posting on glassdoor seems to be happy with the way things are going now:
Pros
Talented team
Great work/life balance, little to no crunch
Hardened development pipeline
Accommodating to find work that aligns with your interests
Cons
Nothing unique to Obsidian.
Goalposts may move, features may be removed, etc...
The days of crunch are over, eh? We'll see how things are when there's only a few months left to ship.
The review didn't say that. It just said nothing unique to Obsidian. Terrible hours are kind of a staple of working in the gaming industry.
The review didn't say that. It just said nothing unique to Obsidian. Terrible hours are kind of a staple of working in the gaming industry.
"Great work/life balance, little to no crunch"
https://schedule.gdconf.com/session...s-sustainable-collaborative-production/883513
Production Essentials Summit: No Mavericks, No Martyrs: Sustainable, Collaborative Production
Most game teams have mavericks and martyrs--devs who work outside of normal pipelines and hours to get additional content and features into the game. Driven by "passion," they're often seen as leaders and MVPs.
However, the habits and attitudes that martyrs and mavericks instill have long-term consequences for team and project health. Their work often leads to scope bloat for downstream departments, shortcuts that accrue bugs and tech debt, and mistrust between "less committed" devs who resent the scope creep on the one hand and rogue agents hacking in risky and unaccounted-for content on the other.
This talk will examine how the unchecked enthusiasm of mavericks and martyrs can sabotage a team, healthier approaches that can foster sustainable and collaborative passion, and practical steps leads and producers can take to steer devs in a more productive direction without squashing their joy for their work.
Takeaway
Attendees will gain a concrete understanding of how seemingly innocuous individual behaviors can drive a team and their game towards disaster, a healthier mindset that can temper passion with collaboration and discipline, and practical tactics they can deploy to steer a team away from the brink.
Intended Audience
This talk is primarily directed at producers, directors, and strike team leads--leaders and managers who are responsible for team health and productivity. Other devs will find useful takeaways to inform their work habits. No prior knowledge is necessary, though production experience will give attendees useful context.
Chris Avellone: "I resemble that remark!"
apparently there is a pretext to this GDC talk in a form of a twitter thread.
I'd argue they didn't. How many times did they write "company BAD n DUMB", even after the first planet?Few people cared enough to notice it, but Obsidian already dealt with their too-much-exposition problem in The Outer Worlds. Carrie is talking about something she's already done.
Too bad this apparently didn't make the writing better.Few people cared enough to notice it, but Obsidian already dealt with their too-much-exposition problem in The Outer Worlds. Carrie is talking about something she's already done.
Nine years ago, I wrote a short Fallout: New Vegas story as part of a fan challenge. It was the first multi-chapter project I actually finished, and it taught me a lot about the value of sticking with it. Today is my first day as an Associate Narrative Designer at Obsidian.
Writing for Obsidian was something I used to kick around as a joke, a level of achievement that I'd obviously never reach. That was for other people. Better writers. To say all of this is surreal would be like calling Moby-Dick a story about a whale and a boat.
This was also not the first time I'd applied to Obsidian. That's something I've only seen a few gamedev people discuss. Seriously - if you want to work somewhere, reapply. Show them your new experience. Don't count yourself out in shame. It took me way too long to learn that.
Last month another fan-fic writer/twine-game maker joined Obsidian Entertainment, AK Fedeau.
Nine years ago, I wrote a short Fallout: New Vegas story as part of a fan challenge. It was the first multi-chapter project I actually finished, and it taught me a lot about the value of sticking with it. Today is my first day as an Associate Narrative Designer at Obsidian.
Writing for Obsidian was something I used to kick around as a joke, a level of achievement that I'd obviously never reach. That was for other people. Better writers. To say all of this is surreal would be like calling Moby-Dick a story about a whale and a boat.
This was also not the first time I'd applied to Obsidian. That's something I've only seen a few gamedev people discuss. Seriously - if you want to work somewhere, reapply. Show them your new experience. Don't count yourself out in shame. It took me way too long to learn that.
"That was for other people. Better writers." hasn't been the case for nearly a decade so.
Doesn't use pronouns on Twitter and has a degree in English. Seems like an upgrade compared to some others?
buddy, i STILL write fanfic
i'm thrilled to announce that i'll be contributing an M/F short story to this anthology. more info coming soon!We’re excited to announce Longsummer Nights, a shared-universe prose anthology of LGBTQ+ paranormal romance! The Kickstarter launches October 1st - keep an eye on this space as we begin our countdown!
I imagine these are the only people applying. Nitai Poddar, who wrote for Outer Worlds, noped out a few months ago to work for Sucker Punch. Lucien Soulban was the lead for Avowed and noped out mid-development.exclusively hiring liberal, college-educated white women in their 20s/30s to write their games is a form of diversity, right?
A strong resume/cv/portfolio will bypass that. Fenstermaker didn't work for anyone before Obsidian. He got in because he made a football mod for NWN. He also kept applying for it when they turned him down.i think it still relevant to the application bureaucracy of HR, remember you still have to land that job interview, unless you have someone from inside that can vouch for you (that were the social circle is added to the picture) .
a bit old (2017) but still interesting.
The Talk: In a video game career spanning almost a quarter of a century, Leonard Boyarsky has done just about everything but code. In this talk, he will be discussing his long and varied career. Topics covered will include: how he got into the industry, becoming one of the original creators of the Fallout universe, founding his own company, working on Diablo 3, why he decided to return to making deep Role Playing Games as a Creative Director at Obsidian Entertainment, and some of the technical challenges of bygone days.