ABSTRACT

While the game industry, much like the film industry, offers plenty of occasions during the workday for creative expression, there is always a certain amount of routine as well. Whatever the student's (now employee's) career or daily work involves, some of the work will have a certain amount of uniqueness to it during the early stages of a project. At other times, however, later in production, the work can become quite routinized, even tedious and boring. This chapter seeks to outline both those routine and unique elements that particularly characterize the game industry. It also outlines how these can change both during the course of a project and with the role that the employee is currently fulfilling on that project. Several coping strategies are suggested.