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Feature: 'The Power of Partial Telecommuting'

In today's Gamasutra cover feature, Dan Higgins proposes an argument for partial telecommuting in the game development workplace; in other words, saving time and resource...

Frank Cifaldi, Contributor

July 27, 2006

1 Min Read
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In today's Gamasutra cover feature, Dan Higgins proposes an argument for partial telecommuting in the game development workplace; in other words, saving time and resources by occasionally working from home. The following extract serves as an introduction to the lengthy, detailed article: "On the surface, allowing telecommuting seems like a win for the employee and a loss for employers. This doesn’t have to be the case. If we recognize the strengths, weakness, benefits and pitfalls of telecommuting, we can develop a productive solution to make it not only a win-win situation, but one of the most attractive and powerful programs offered by any game company. It’s important to note that telecommuting isn’t for everyone or every job. There are some positions that require an employee to be onsite 100% of the time. To make things more complex, different jobs have different challenges to overcome to make telecommuting work well. For the scope of this article we’ll be looking specifically at game programmers and telecommuting, although many of the solutions presented can be applied to other disciplines." You can now read the full Gamasutra feature (no registration required).

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2006

About the Author

Frank Cifaldi

Contributor

Frank Cifaldi is a freelance writer and contributing news editor at Gamasutra. His past credentials include being senior editor at 1UP.com, editorial director and community manager for Turner Broadcasting's GameTap games-on-demand service, and a contributing author to publications that include Edge, Wired, Nintendo Official Magazine UK and GamesIndustry.biz, among others. He can be reached at [email protected].

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