Corporate culture and work life balance issues

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corporate culture, and work-life balance issues sidetrack the meeting. The employees pressure Samantha to make a decision right then and there; however, she cannot confirm their requests before talking to upper management. Profile Samantha Peters Technical Director, Quantum Gaming has been a Technical Director at Quantum Gaming for 12 years, managing a creative force of 40 people. Graham Hulbert Programmer, Quantum Gaming has been in the company s design department for 21 years and is a little resentful of Peters for holding the position of Technical Director, although he hasn t shown any ambition for the position himself. Miranda Cortez Animator, Quantum Gaming started working in the team two years ago after returning from unpaid maternity leave. Before that she had been working for the marketing department s design team, but found her position too stressful and creatively limited. Tom Anderson Modeler/Designer, Quantum Gaming has been at the company since he graduated from university last fall. He s still a little shell-shocked about being in the working world. Backstory Company culture at Quantum Gaming is falling apart. The
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employees feel overextended on a regular basis. In the past seven months, there have been no fewer than three projects which have pushed the team beyond capacity: The Back-to-School educational-games project ran over schedule due to miscommunication with the client; Quantum Gaming had failed to meet spec requirements. The fall-out from this situation included pushed back deadlines; consequentially, employees lost four full weekends to play catch-up. One of Arcadian s (Quantum Gaming s biggest clients) projects expanded in scope and three team members, Linda Kramer, Joe Berry, and Doug Courtier, ended up working two weeks of overtime late nights and weekends against a backdrop of inadequate recognition for their efforts. In an attempt to build more business, the Quantum Gaming took on a multi-player online games project, even though their skills in this field were limited. One member of the team, Mat Parsons, was burdened with the entire responsibility of producing a workable product. In the end, the project was abandoned and the client compensated by 150% of money paid. Recently, four employees have quit. Among them, Linda Kramer and Doug Courtier cited stress, exhaustion, and pathetic recompense as the key reasons. Mat Parsons checked into rehab for a substance abuse problem after breaking down at the end of the multi-player online games project. Chronic insomnia and a state of hypertension had forced him over the edge.
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Scene Setup Peters arranges a 10 am meeting with one of her teams to discuss working extra hours for two weeks to meet the valued client s request. The client, Arcadian, has put in a last-minute request to make changes to its new game s central character before the release date next month. The changes include an overhaul of the design look and a reworking of the character s special features.
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