IGDA Quality Of Life Survey Analyzes Game Developer Crunch
Thanks to the IGDA for its survey details discussing the problems videogame developers face trying to balance work crunch and family/relationships. A survey commissioned by the IGDA revealed "34.3% of developers expect to leave the industry within 5 years, and 51.2% within 10 years", and also noted: "Crunch time is omnipresent, during which respondents work 65 to 80 hours a week (35.2%). The average crunch work week exceeds 80 hours 13% of the time. Overtime is often uncompensated (46.8%)." The IGDA's Jason Della Rocca is quoted as suggesting: "While game development is a stimulating and rewarding career, the work conditions are often taxing, making it hard to sustain a balanced lifestyle and leading many senior developers to leave the industry before they've done their best work... it is not just the community that is affected - these issues also impact the quality of games produced." Are insane hours just part and parcel of working in games, or is there another way?
Sounds like the entertainment industry in general. When I was working on a small animated 3d feature film a few years back, I averaged over 80 hours a week for over a month. I peaked at over 100. My average week off peak was about 60. Crunch time kills. I know people that quickly quit the industry afterwards because it just isn't worth it.
The primary reason it happens is sliding deadlines, misunderstood goals and ill-prepared schedules. That and people being overly picky about parts of a project too early in the game.
I swore to myself that I was done with it. But I love the industry and got myself into a non-production role where I only work 50 hours a week. I am a much happier man now.
-Tim
-I just work here... how am I supposed to know?