Perseverance

Abstract

Problem: Why do so many developers leave the game industry, and is it worth staying through the hard times?

Approach: Tim Cain catalogues every major "speed bump" in his decades-long career β€” moments where he nearly quit or where most people would have β€” and reflects on what he gained by pushing through each one.

Findings: Cain faced underpayment and role-creep without raises, an inability to get a mortgage on a game dev salary, homophobia and credible death threats, relentless crunch culture, voluntary demotions with 35-40% pay cuts, and ageism. Each time, he stayed β€” and each time, staying unlocked the next opportunity (Fallout, Troika, Obsidian).

Key insight: Every major game Cain ever made existed only because he didn't quit at an earlier low point. The industry has always been hard; perseverance is what turns a rough career into a remarkable one.

Source: https://www.youtube.com/watch?v=YPuZ8g6j2kQ

Early Career and Leaving Academia

Tim's first job was at Pegasus Software (later Cybron), working on Grand Slam Bridge starting in high school. After the game shipped in 1986, he lost his summer job, and his mother encouraged him to just take the summer off before grad school. He entered a PhD program, earned his master's, but ultimately walked away from the doctorate to return to games.

He notes the psychological pressure of sunk cost β€” people told him he'd already invested four years in academia and should finish. Getting back into the game industry after being away is harder than staying in, yet he made the leap anyway.

Interplay: Extra Roles, No Extra Pay

At Interplay, after about three years, Cain was handed increasing responsibilities β€” project leader, producer, designer β€” on top of his programming role, with no corresponding raise. He received only cost-of-living adjustments.

When his producer had too many SKUs, an executive producer simply told Tim he'd now be producer on what would become Fallout. No raise, no promise to revisit. When Tim asked what was going on, the response was blunt: "That's how it works here. Think of it like a pool β€” we keep throwing stuff at you to see how much it takes to make you sink." Tim asked, "And then you throw a life preserver, right?" The executive just stared.

The Mortgage Rejection

Cain had saved a 20% down payment for a house by refusing to eat out, buy new cars, or go to concerts β€” while colleagues making the same salary spent freely. When he went to a mortgage lender, they laughed at him. No programmer in Orange County made less money, they said. He'd need to pay 100% cash; no one would approve a loan at his income level.

This was one of the closest moments to walking away entirely.

Homophobia in the Industry

Tim addresses being a gay game developer β€” a topic he's covered in one video out of over 300, yet received enormous pushback for even mentioning. He received a credible death threat serious enough for Facebook to act on, forcing him to shut down his social media accounts. Beyond overt threats, the broader problem was the absence of allies: even people who weren't homophobic offered no real support.

Crunch Across Every Studio

Crunch followed Cain through nearly every studio:

  • Pegasus/Cybron β€” No crunch at all
  • Interplay β€” "Crunch Central." Every project before Fallout, and Fallout itself. People came in on weekends voluntarily because they wanted the game to be great
  • Troika β€” Crunch driven by fixed budgets and no ability to hire more people
  • Carbine β€” Less crunch than Interplay or Troika, but still present
  • Obsidian β€” The least crunch of his career. Managed carefully: either cut features or finish them, with overtime pay for non-salary staff and meals provided

He points out that in the '80s, '90s, and early 2000s, there was essentially nowhere to go that didn't involve crunch β€” and indie developers effectively crunched on their own time after their day jobs.

Voluntary Demotions

Multiple times Cain stepped down in title and pay. Going from Carbine to Obsidian meant dropping from director to senior and taking a 35-40% salary cut. He could have left games entirely for a less stressful, better-paying programming job, but he wanted to keep making games β€” just with less of the stress that comes with being held responsible for every decision, including ones you didn't make or were told to make.

Ageism

After leaving Carbine and job-hunting, Cain encountered ageism firsthand. Interviewers made comments like "you're older than my dad" or "I'm the age now that you were when you made Fallout." The game industry skews young, especially on the development side, and if you haven't moved into management or production, the absence of gray-haired peers becomes conspicuous.

The Point: Why Perseverance Matters

Cain's central argument is simple: look at everything he got to make because he didn't quit. If he'd walked away when he couldn't get a mortgage, there would have been no Fallout, no Troika, nothing that followed. He'd likely be tweaking features on some web app at a tech company.

He acknowledges the industry is harder now in some ways, but also easier in others β€” lower barriers to entry, more learning resources, and more game jobs than existed in the '80s and '90s even accounting for layoffs. Whether it balances out depends on your personal situation.

His advice to new developers: stick with it, at least for a while. Find your own path. Perseverance is what turns opportunity into a career.

References