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The Long Road
But we do continue to lose creative people. The intensity comes at a price, and sometimes that price is raw talent. Among other things, when developers aren't left enough time to expand their own knowledge and passion, that love for the creative process can instead become a prison. Amanda Sorter, arguably the newest member of the Lapsed Game Developer Club, had this insightful rundown of where the future of quality of life initiatives lies:

Since this is a positive question, and my last day in the game industry was [last] Friday, I thought I might say what would bring me back to the game industry, since I've been struggling with this lately.

Clear promotional structure: When networking and socializing takes place outside the office, and in situations you might not be included in as a woman, it's important to have a transparent and defined promotional structure. Otherwise it can be difficult to determine how to progress in your field.

Opportunities for improvement: The game industry is, for the most part, a 50-plus hour a week profession. If much of this is spent producing the same sort of assets (in my case, environmental work), it can be difficult to learn new techniques and skills in the time left. It is at least partially the responsibility of the employer to see that their employees remain viable, rather than cycling in new people with the skill set they are looking for.

Better management: The game industry crunches way too much, and, in my experience, some of it is entirely avoidable with careful troubleshooting and time management. The worst crunches have occurred when a project was badly scoped (too ambitious) or just poorly directed. There has to be a balance that doesn't include micromanaging or a total lack of oversight.

Improved skill assessment system: Almost all jobs require some sort of test. This is to be expected in a competitive industry. Art tests in the game industry can take weeks, are material that is under an NDA, and even if they aren't, it is generally frowned upon to include failed tests in your portfolio. This system needs to be changed, as it prevents candidates from applying for multiple jobs, and is an enormous drain on time and resources.

I love making games - even left to my own devices most of the media I create is about world creation. But with the limited amount of occasions available to actually express this creativity, it made more sense for me to go back to illustration where I am self directed and have more opportunities for improvement. I won't return until I can get a position with more creative input. Mostly, I'll miss the paycheck.
- Amanda Sartor, Illustrator, (formerly) Snowblind Studios, Champions of Norrath

(Those of you with hiring abilities and who could use a kick-ass illustrator in the Seattle area may want to start courting Amanda right ... now. Her brand of insight plus talent should not be so easily relinquished. Sorry, Amanda.)

Keep On Keepin' On
So the road continues. There is no magic bullet for quality of life, just as there is no magic bullet for game production, which will forever be dealing with forces beyond our control as individual developers. But we can be better. We deserve to be better. And we will be better. The brainpower present in this business is mind-boggling. While we keep the discussion alive, we can improve our lot, hopefully enough to draw some of development's wayward souls back into the fold. Game development is not for everyone. But we should be working hard, and working smart, at making sure it remains a place for vibrant talent.

As a closing note, perhaps one of the most interesting answers came from a non-game-developer.

The game developers are here for people like me, so remember my name, and next time, Erin, you develop a new game, think of me! If suddenly there are no more games, I see no other way to blow off steam after my 60-hour working week than kill the neighbors, and unlike a game, I can do that only once ...
- Pieter Dorsman, Business Strategist

According to LinkedIn, Pieter has proven expertise in ethics, career management, and education and schools.

You heard the expert, ladies and gentlemen: Save the children; keep making games.

Thanks for reading.