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#26 | ||
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Quote:
Quote:
I do work long days because the only economical way to create quality RPG materials "on the clock" is to invoice eight hours while quietly working nine or more. I don't take as many vacations as my therapist insists I should because I don't get paid time off and I have a modest income (nobody gets rich, or even comfortably middle class, working on games); vacations mean having no cash for the rest of my downtime. I do take downtime, though: I insist on having evenings and weekends free, and I don't read email or enter my home office during those times. I'm also the kind of person who needs variety to thrive, so I use that downtime for things that fall outside the geekosphere: going out with my girlfriend (to grab a bite, dance, have a drink, just walk in the park, whatever), studying and dancing Argentine tango, making cocktails, or cooking. So . . . where some designers wake up and do geeky stuff for 16 hours a day, every day, and devote on the order of 100 hours/week to creating game supplements, I see working on games as a 40 hours/week job. In reality I'm often putting in 50 or 60 hours/week, but that's deceiving because I'm a full-time line developer, which means at least 25% of my billable hours are tied up in dreary administrative tasks that are a long way from gaming. Some months that's more like 50%. Then I hope you find the additional details I just shared informative!
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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| Tags |
| board game breakfast, dfrpg, gurps |
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