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Aleksandar Gavrilović: Our collective agreement stipulates identical salaries for all employees

The gaming company Gamechuck has entered the history of Croatian trade union organization by signing the first collective agreement in the IT industry, which has provided many benefits to employees, but also equal salaries for everyone regardless of work experience and position – from the cleaner to the director – as well as other benefits. Co-founder and director Aleksandar Gavrilović claims that they have done what is customary in Western European countries and Scandinavia and that their collective agreement protects the weakest.

The first collective agreement in the gaming industry in Croatia was signed by Gamechuck with the New Union, thereby providing significant benefits to employees. Many employers today offer benefits to employees to find new ones and retain existing ones; is Gamechuck following this path?

– In the gaming industry, there is a large supply in the labor market because it is a new and attractive industry that interests many young people eager to work in it, so the supply of workers is growing faster than the supply of jobs. There is certainly no shortage of juniors eager to learn and enter the industry at Gamechuck or other companies. However, everyone lacks quality seniors, not only because the industry is too young to have many seniors, but also because seniors often decide to start their own companies and work on their games. The collective agreement is, by nature, an instrument that protects the weakest, not seniors, whose negotiating position is already strong enough, but precisely those who usually receive the lowest salaries: illustrators, writers, testers, and so on. Of course, there are significant benefits such as a six-hour workday plus a 45-minute break or profit sharing, but it should be taken into account that our collective agreement, as part of the work systematization, stipulates salary levels, which may deter the most experienced from applying in the labor market. Another problem is that our specific collective agreement and the general policy of our company stipulate identical salaries for all employees, so juniors and seniors, programmers and illustrators, cleaners and directors all have identical salaries, which is why they are sometimes not competitive. For example, in such a distribution, illustrators are paid above the average they could receive in the market, while programmers are below average. Seniority and how to address it, as well as employee retention, are subjects of discussion between workers and management that we are trying to resolve unconventionally to ensure ideals of equality and solidarity, but this is very challenging in the existing market economy with limited resources.

You are one of the company’s co-owners and co-founders, but also a leftist. How much of your influence is there in that ‘socialist’ collective agreement?

– Trade unionism is a completely normal phenomenon in developed capitalist countries like Austria or Scandinavia, and there the coverage of collective agreements is several times higher than in Croatia. Unfortunately, thirty years of media war against the specter of socialism has left an irreparable impression that something that is a civilizational standard in the West and North is here ‘socialism’. This speaks volumes for itself, and if this is a sign of the future, I assume that in another thirty years, when the workweek of sixty or more hours becomes a normal thing, as it already is in most of the IT sector, we will probably consider those who advocate for a healthy balance between work and life to be socialists.

Will you be able to fulfill everything you have signed, for example, giving ten percent of profits annually to workers, considering that you need to invest in business development?

– We have already fulfilled almost all obligations that we were legally required to meet by June 28. The next steps are stricter regulation of copyright in accordance with the collective agreement and standardization of financial reporting.

The start of sales of your action arcade video game ‘Speed Limit’ was promising. What is the situation now?

– The problem is always in the order of magnitude. If ‘Speed Limit’ had sold only a few thousand copies across all consoles it was released on, we would consider that a failure. On the other hand, if it had sold several million copies, each of our employees would already be a millionaire just from profit sharing. Of course, something in between happened: ‘Speed Limit’ sold several tens of thousands of copies when all consoles and PC sales are summed up, and we expected it to sell several hundred thousand copies. This means that we are relatively satisfied that we have a commercial product, but it has not earned us the money we need to independently develop the next game, which is why we sought funding from a publisher. Since ‘Speed Limit’ was critically and commercially successful, it was not difficult to find a publisher, and we have already announced a collaboration with the publisher Rogue Games for our next retro game – ‘Midwintär’.

How do you secure funding for video game development, and are investors interested in investing in Gamechuck?

– Gamechuck is in the same predicament as other young video game development studios – how to secure funding for a game based solely on an idea? Publishers are willing to finance good games, and we have proven quality staff for making good games, but the problem is that all publishers require a larger prototype, which is already a very expensive part of the process. We have tackled this problem by having several sources of funding, none of which is dominant: private investors, publishers, sales of past games, agency work, or custom game development, and so on. In this early stage of development, various public funds have also helped us significantly.

Read the full interview with co-founder and director of Gamechuck Aleksandar Gavrilović in the printed or digital edition of Lider.