There’s been a lot of (deserved) criticism leveled at the games industry over its prevalence of toxic workplaces in the last day.
As a counter-example, I want to talk about what my healthy workplace looks like.
As a counter-example, I want to talk about what my healthy workplace looks like.
In a healthy workplace, management at all levels is transparent about the company’s prospects and future plans.
In my workplace, I have a clear path for career advancement. I know what is expected of employees in roles senior to mine, and I know what I personally need to do to work toward fulfilling such roles in future.
The quality of my workday is not dependent on the disposition of my manager. My colleagues and I are open about personal situations that might interfere with our ability to function in a professional environment.
I receive clear and consistent feedback on what I’m doing well and what I need to improve on. There are no surprises and no hidden agendas.
Upper management is accessible and proactive in addressing any concerns I might have about my work environment. I feel comfortable bringing up issues early on, while they are still small and easily dealt with.
If I am sick, I am not ashamed to stay home. If I run into longer-term health or personal issues, I am confident that I’ll receive support from my employer in dealing with them.
Sexist, racist, and otherwise discriminatory content and comments are called out immediately, and the burden of doing so does not disproportionately fall on women and members of other marginalized populations.
Every month, my team meets to review the previous month's work. Criticisms are taken as action points, and changes are immediately implemented on the basis of negative feedback.
Feedback is given with incredible care. It is shared freely between disciplines. Everyone endeavours in good faith to make sure everyone else has the information they need to do their jobs well.
My professional feedback is valued both as a means to improve processes and as a function of my unique voice and experience as an individual.
When I first started at my company, I had forgotten how to behave in the context of a healthy workplace. Dysfunction had been completely normalized for me.
My team has told me how they’ve seen me change and blossom in the time that I’ve been here. It means so much to me to learn that I wasn't the problem.
The damage from my toxic experiences in the games industry will stay with me for the rest of my life, but I am growing and thriving beyond them, and it’s possible for everyone to do so.
It’s also possible for a company to be built in a way that validates and supports its employees as people, even if that company has historically been toxic; however, most companies choose not to put in the effort.
The more seasoned we are as developers, the more flexibility we are likely to have in rewarding good companies with our labour and depriving bad companies of our valuable experience.
Let’s support ourselves and the next generation of game-makers by refusing to normalize toxic work conditions and demanding life-affirming ones.