Nothing, because apparently "can be used for personal training, skill development, and research and development projects." Much better than being laid off imo. Would be cool if they fixed the lights though. ._.So what exactly is stopping people at that 'purgatory' from working on their experimental prototype ideas? Are they incapable of just banding together into small voluntary groups and essentially forming little indie studios in there while still being paid by Ubi?
Sure, getting moved to a crappy office and having to show some initiative in a form of an internal interview doesn't sound like a high point of one's career, but aside from how Ubi could utilize those people better and improve morale among them it's not like they're being chained to a wall and have to sign 'i will do absolutely nothing productive' contract when they land there is it?
AC China originated as a sketch, for all we know this purgatory is the reason for that. Artists shouldn't just sit around and wait if they're getting paid to have free time in between projects. I know a lot of people who would kill for something like this in between jobs.Maybe that's where Child of Light, Valiant Hearts and Blood Dragon originated? Atleast Ubisoft has projects like that.
What are redundancy payments like in Canada?
For example, here in Australia if I'm laid off for non-performance reasons I'm entitled to 20 weeks salary as I have five years service. If I quit, obviously I get nothing.
Seems like this is a way to force people to quit.
I'm genuinely curious about what there is to dislike about a company not immediately laying off their employees when said employees complete their assignment?Oh cool, another addition to the list of reasons I dislike Ubisoft.
This sounds a lot better than getting canned after every project.
Ubisoft could come out and say they rather lose some money than to let people go and it would not be a lie.
I don't see this as a bad thing, sorry.
Yea I thought so. Seems like a thing that has to happen. Actually found a useful article on it. http://www.forbes.com/sites/lisaqua...ps-on-applying-for-a-job-within-your-company/ I think the "playing facebook games and watching movies" thing should be put on the actual person who is doing those things, when they could be using the time to put together a reel, make a small personal project etc.As a developer, this sounds amazingly good.
In most cases, unwanted or unneeded headcount gets laid off or fired. Immediately. This sounds like you get to keep your paycheck while looking for new work, brush up your skills, work on pet projects while still having access to Ubisoft's internal network, tools, and resources (including other developers).
It sounds like a lot of these developers are wasting that opportunity on goofing off is probably at least part of the reason they are there in the first place.
Side note: It is fairly common for developers to have to apply and interview for other projects within the same company. That's how most of the companies I have worked for have handled it. The only benefit you have from already working at the company is that you hear about the positions before everyone else, your resume actually gets looked at, and you can literally walk over and talk to the manager of the project.
Honestly, I wish my current company would have this. There are quite a few people I would love to push off our current project (mainly because they are awful and just get in the way), but sometimes we need a extra set of hands and can't get them for weeks, or even months. Then those people, even as slow and prone to mistakes as they are, are better than nothing.
Seriously, if all these people got laid off you would have the same comment:I'm genuinely curious about what there is to dislike about a company not immediately laying off their employees when said employees complete their assignment?
... they could do this in a much better way like other publishers handle it, where they let you prototype neat ideas (not even for a full game, but say for things like tools or art rendering or little gameplay concepts) without a fear of failure.
In a lot of fields you have to interview to get assigned to a new project within the same company. Disney animators don't work on one film and then meet the execs and they're like "hey come back we need you again bruh." Things have to be kept professional and legal. And I don't see anything in this article that states that can't be doing productive things. And the article states that out of the thousands of employees that have been employed, only 173 have actually been laid off in 2013-2014. Compared to the tons of layoffs from other game devs that's a great number.Basically it's like a good idea with horrible execution.
Like:
1.) They shouldn't have to interview for their old jobs back.
2.) They should be put on things that are actually interesting to do (like think about the original concept behind Google Friday time) rather than sitting in a dank building.
3.) They do flush out the building from time to time so there are layoffs.
In a lot of fields you have to interview to get assigned to a new project within the same company. Disney animators don't work on one film and then meet the execs and they're like "hey come back we need you again bruh." Things have to be kept professional and legal. And I don't see anything in this article that states that can't be doing productive things. And the article states that out of the thousands of employees that have been employed, only 173 have actually been laid off in 2013-2014. Compared to the tons of layoffs from other game devs that's a great number.
This is a bad thing...why?
I mean, it seems a much better set up than the traditional "lay off half your studio every time you ship" model.
What I thought of.
And it's a hell of a lot better than just being laid off people.
So this is where the send the 60-100 people whom they don't actually need but that they may not want to fire right away? Sounds like job security for the low men on the totem pole.
Regarding the bolded:Not the first person to acknowledge my tag, will not be the last. And I can't imagine that the time spent watching movies and playing facebook games wouldn't be better spent on personal projects.Great tag.
Also, they can't do anything productive really, because there is apparently a rigid reassignment process that they need to go through to get back into a megaproject. It's not like they're on project flex time where they get to spend official time working on new games. I very much doubt you can just go and grab some devkits and get prototyping, in this situation.
Regarding the bolded:Not the first person to acknowledge my tag, will not be the last. And I can't imagine that the time spent watching movies and playing facebook games couldn't be better spent on personal projects.
Well as an animator or programmer, there are plenty of free programs to use for personal projects. And plenty of people to contact within this industry to use said programs and/or assets. Remember that Dante's Inferno fan animation thing made by a ND dev? Or even simple animation tests. Or working on their reels. Instead of "watching movies and playing facebook games."What personal projects? Balancing their checkbooks? Unless there are official and accessible channels for people in this department to get access to devkits and things of that nature, Ubisoft is poorly supporting their ability to work on "personal projects."
You're making it sound like it's the department's fault for having nothing to do. It's a failure on the part of the company to provide adequate work or opportunities to experiment on projects, plain and simple.
Well as an animator or programmer, there are plenty of free programs to use for personal projects. And plenty of people to contact within this industry to use said programs and/or assets. Remember that Dante's Inferno fan animation thing made by a ND dev? Or even simple animation tests. Or working on their reels. Instead of "watching movies and playing facebook games."
Great tag.
Also, they can't do anything productive really, because there is apparently a rigid reassignment process that they need to go through to get back into a megaproject. It's not like they're on project flex time where they get to spend official time working on new games. I very much doubt you can just go and grab some devkits and get prototyping, in this situation.
Great tag.
Also, they can't do anything productive really, because there is apparently a rigid reassignment process that they need to go through to get back into a megaproject. It's not like they're on project flex time where they get to spend official time working on new games. I very much doubt you can just go and grab some devkits and get prototyping, in this situation.
So get a department manager in there to start helping employees with that stuff. If I was unceremoniously shoved into a purgatory department with no actual work I wouldn't be particularly arsed to bash my way through using GIMP or Blender for the good of my glorious leaders.
Those cool side projects you mentioned happen when companies provide support for their workers to thrive and experiment. I am sure there are good uses of free time that go on here - the article mentions some people who've made use of it - but if Ubisoft wants more of that kind of thing to happen, they need to provide more direction than "welcome to the rubber room."
I find this extremely hard to believe. It would be ridiculously easy to put together a modest prototype proposal, stand up in the middle of the room and ask if a couple of people there are programmers/artists who want to put together a mini-project.
I find this extremely hard to believe. It would be ridiculously easy to put together a modest prototype proposal, stand up in the middle of the room and ask if a couple of people there are programmers/artists who want to put together a mini-project. You don't need a full Xbox/PS4/WiiU devkit to prototype. 50% of the work is done on paper and spreadsheets. The rest you throw into any number of pre-built, free engines and run it on literally anything. We don't go from "You know what would be a cool idea!?!" to coding on a PS4.
In any case, playing random games and watching Netflix is literally the last thing you should be doing. There are so many opportunities if you are still collecting your full paycheck, surrounded by other developers with nothing to do, and have access to a major studio's tools and technology. If you don't have the ambition or knowledge to figure that out, you probably don't deserve to be on the main projects anyway.
Hell, I bet that's part of the 'test' of seeing who to bring back onto projects. If you just sit there, waiting to either be laid off or given work - well, then goodbye. But if you show interest in, you know, keeping your job, well we might have a spot for you on AssCreed 17.
If they want people to be creative and do things like this, Ubi should implement such a policy.
man oh man, that sounds dire. I mean, shit, at least make the building look better lol
Maybe some better management could be better, but still, even without it I see more positives in this than negatives. And I still think that they should be doing better things when they have free time.So get a department manager in there to start helping employees with that stuff. If I was unceremoniously shoved into a purgatory department with no actual work I wouldn't be particularly arsed to bash my way through using GIMP or Blender for the good of my glorious leaders.
Those cool side projects you mentioned happen when companies provide support for their workers to thrive and experiment. I am sure there are good uses of free time that go on here - the article mentions some people who've made use of it - but if Ubisoft wants more of that kind of thing to happen, they need to provide more direction than "welcome to the rubber room."
Hell, I bet that's part of the 'test' of seeing who to bring back onto projects. If you just sit there, waiting to either be laid off or given work - well, then goodbye. But if you show interest in, you know, keeping your job, well we might have a spot for you on AssCreed 17.