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    <title>Pinboard (DirkSonguer)</title>
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    <description>recent bookmarks from DirkSonguer</description>
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      <rdf:Seq>	<rdf:li rdf:resource="http://t-machine.org/index.php/2009/04/06/what-i-believe-in-for-quality-of-life/"/>
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  </channel><item rdf:about="http://t-machine.org/index.php/2009/04/06/what-i-believe-in-for-quality-of-life/">
    <title>What I believe in, for Quality of Life – T-machine.org</title>
    <dc:date>2018-06-21T16:57:11+00:00</dc:date>
    <link>http://t-machine.org/index.php/2009/04/06/what-i-believe-in-for-quality-of-life/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[the term “crunch” is a euphemism for “unpaid overtime” used largely to disguise the true nature of what’s being described. No-one should ever use the term “crunch”. Everyone should actively encourage others to call it what it is (unpaid overtime). “unscheduled overtime” is NOT an acceptable alternative; it is simply another, slightly less positive, euphemism.
no employer gets an opt-out from responsibility for Quality of Life issues, neither charities nor startups. Quality of Life is about the relationship between employee and employer, independent of individual industries, organizations, or projects
the company must at all times actively discourage staff from doing unpaid overtime; if the company wishes to support overtime, it should be supporting *paid* overtime only
no programmer, artist, or designer should ever stay late in the office “because it’s quieter then, and I can get more work done when everyone else has gone home”; if the office environment is that poor, the company needs to fix it, fast
the MOST EFFICIENT (for the company) number of weekly office hours for programmers, artists and game designers lies somewhere between 30 and 50 hours a week.
the MOST EFFECTIVE/DESIRABLE (for the employees) number of weekly office hours for programmers, artists and game designers lies somewhere between 20 and 60 hours a week.]]></description>
<dc:subject>industry gaming worklife</dc:subject>
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<item rdf:about="http://www.raphkoster.com/games/presentations/cycle-of-life/">
    <title>Cycle of Life – Raph's Website</title>
    <dc:date>2016-05-03T07:42:41+00:00</dc:date>
    <link>http://www.raphkoster.com/games/presentations/cycle-of-life/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[This talk was presented at an event hosted by Next Games in Helsinki, Finland. Alas, there is no recording or transcript.]]></description>
<dc:subject>gaming games industry gamedev</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:ddc82e31cc08/</dc:identifier>
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<item rdf:about="http://arstechnica.com/gaming/news/2011/04/youre-punished-for-buying-a-new-game-or-what-i-dont-want-to-do.ars">
    <title>How publishers punish us for buying new games</title>
    <dc:date>2011-04-12T20:55:32+00:00</dc:date>
    <link>http://arstechnica.com/gaming/news/2011/04/youre-punished-for-buying-a-new-game-or-what-i-dont-want-to-do.ars</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[There used to be nothing better than going to the store, buying a brand new game, and putting it in your system of choice to sit down for a nice day of gaming. This should be a grand moment: you just bought a game you're excited about playing, and the publisher has your money. These days, however, it has become a wonderful opportunity to punish you instead.

Here's how that goes down, and what I don't want to do when I buy a new game.]]></description>
<dc:subject>games publishers industry z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:a98f69fdcdaf/</dc:identifier>
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