Pyrian said:
Lightknight said:
The data in the developers' salaries was more symmetrically distributed.
More symmetric than the overall U.S. curve? Not exactly an impressive feat. The data is not symmetric in any absolute sense (even a casual glance at the breakdowns confirms this impression), and they actually cap salaries at $200,000 to prevent the big earners from distorting the data too much - which really begs the question of why they're using a Mean at all. As far as I'm concerned, that 83K doesn't really tell us much of anything.
Wait, so you think that because they cap salaries at $200,000 and ergo eliminate the outliers that you don't think using the mean value is more appropriate than the median value here? Howso? Doesn't eliminating outliers make the data significantly more symmetric?
In truly symmetric data, the mean and the median will be the same. I see little reason to not use the median in wage data, and I'm truly curious why they did not, especially given the lengths they went to, to compensate. Why do they exclude hourly employees? Why is there absolutely no mention of hours worked for that money?
Huh? Their compensation is to make mean results more accurate. They specifically went through the extra effort so that the mean makes more sense. I think you're getting them backwards. It's the one where outliers are significant and still present where using the mean doesn't make sense.
Lightknight said:
Is there something I'm missing?
Sure. Look at the data [http://www.gamesetwatch.com/2014/09/05/GAMA14_ACG_SalarySurvey_F.pdf], and in particular look at the non-lead artists, designers, and QA (the bulk of personnel for typical studios) in the middle experience categories. 38K, 55K, 65K. I'll bet 55K is a much closer approximation of the median than 83K. And I'll bet very, very few of these people meaningfully telecommute (that's more of a high-end consultant gig); instead these studios tend to be in major cities, where you've either got a long commute or a high cost of living. And none of that is even remotely trying to account for the fact that they're not including hourly employees at all (QA temps, anyone?).
Living on 83K on a country estate is just not what this life is like.
You're just kinda cherry picking your numbers there. 38k? That's from a QA engineer with the lowest amount of experience and not a lead. Yeah, they don't make much money, that's not a secret as they are the easiest position to replace and a lot of QA's are mostly devs in training. I know that, I was one. QA's also aren't developers. As for the artists/animators the moment you get into tech animation it shoots right up there with the other developers and programmers.
55k and 65k? 50k is the lowest average for non-leads in any other area. Where you magicked the average being "55k" is beyond me when the programmers and engineers start at $71k in the lowest experience/non-lead average.
The majority of those surveyed were in the 3-6 years or 6+ years of experience categories.
Your averaging is way off and I would imagine is purely colored by your own assumptions. But you can see the approximate proportion of experience categories below each section as well as the average of each category. Assuming $55k doesn't match any of the data you linked.
There are certain roles where you can make something closer to the 50 range but those also shoot up in your 6th year to the $82k mark. So there's a lot better starting to ending salaries in those positions than average work.
And once again, these are all salaries that are higher than most household incomes. These are nearly all good paying jobs unless you're a non-lead QA engineer.
I'm also unsure why a lot of these devs wouldn't be able to telecommute. If my much smaller company allows it then why not others? I've known other studios to do it too like Double Fine.
But sure, if we only take the <3 years of experience positions and include non-development jobs in the conversation we're having about developers then I guess we can start getting closer to your $55k average. Not bad ground-level pay.
Here's a fun fact:
The Labor Department reports that software developers made a median salary of $92,660 in 2013. The highest-paid 10 percent in the profession earned $143,540 in 2013, while the lowest-paid earned $55,770.
http://money.usnews.com/careers/best-jobs/software-developer/salary
It's not specific to "games" but I'm afraid you've got very little evidence on your side here. Look, I specialized in statistics in college. I'm willing to believe you if you just present legitimate evidence that's not anecdotal estimation.