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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?

32 of 99 comments (clear)

  1. Personal experience by almaon · · Score: 4, Interesting

    I worked at a well known, shovelware game dev studio. I won't say exactly where, to protect the innocent/guilty. But lets say it was a number one title around 97-99 timeframe.

    The main cycle for this unsaid company was in shovel ware, low budget, 'value priced" (such a bastardization of the word 'value'), and equally low timeframe to build these games.

    They'd produce about 8-10 of these crappy games a year, each game being alloted 2-3 months on average. So crunch-time was all the time, it wasn't uncommon to see their best and lead programmer working 80+ hours a week, sleeping under his cubicle desk.

    Once in a rare while this is alright, but all the time got old. I left quickly and decided "This isn't for me" the pay is alright, but money is worthless if you don't have time to spend/enjoy it.

    At the end of it all, it was just a nice way to get the bug out of my system. I always wanted to design games for a living, got my foot in the door and got it right back out. Fulfilled the dream, went on to do other things.

    I enjoyed it more when it was just myself, hacking away at early games like Doom and Duke3D. No pressures, just fun like the games themselves.

    Soon as yo umake your hobby your career, the pracitce often starts to taste sour and eventually bitter.

    1. Re:Personal experience by wibs · · Score: 4, Interesting

      I'm friends with a handful of people who worked on a particular game that fit into pretty much all of the evil categories of game development, It was the third installment of a trilogy which had just been bought by another company, so they were running it into the ground and hoping for money just because of the name. My friends spent a year of their life spending every waking moment (and a lot of sleeping ones) in the office, had the release date moved up 2 months in what was originally a 12 month plan (which is already pretty fast), and then the whole staff got fired a week before the publisher put it on the shelves. In other words, no bonuses based on sales, no dev staff to make (sorely need) patches or updates, and none of the big bonus milestones that would have been reached with the originally planned 2 months more of dev time.

      Basically they threw away a year and a lot of pay, all for the benefit of having an unfinished and therefore not very impressive game on their resume. I wish I could say this was some sort of freakish breakdown in the game development industry, but from my experience and what I've seen this is par for the course.

      --
      If you get nervous, just remember that there are a few billion other people who don't really give a damn.
    2. Re:Personal experience by Pluvius · · Score: 2, Funny

      You might as well have just said "ValuSoft." It's not like no one knows who you're talking about.

      Rob (I hope Something Awful doesn't send a hit team to your house)

    3. Re:Personal experience by 2megs · · Score: 3, Interesting

      I think that was my project. :)

      Assuming you're talking about Myth III, I wouldn't say it was a bad thing resume-wise, though. The rabid fanboy community from the first 2 games all hated it because the multiplayer wasn't anywhere near what anyone wanted, but the single-player game was solid enough for it to get positive reviews (8.7/10 and 8.4/10 from IGN and GameSpot, respectively). Lots of the team got to move on to better projects at better companies, when some of them weren't even in the game industry beforehand. So, the work did pay off, if indirectly.

      Overall, things aren't THAT bad in the industry. My current project is for Activision, and it's much, much better. They get the idea that when only the top 10% or so of games actually make a profit, giving the developer the time and resources to make something that has a shot at being a hit will pay off in the long run. I still work long hours, but I still love what I do.

    4. Re:Personal experience by tc · · Score: 2, Insightful

      Disclaimer: I work for a publisher.

      What you say makes no sense. Why would a publisher want a title to fail? The publisher has invested money in development. If they can't recoup that investment, they've lost money, so it's in their interest to make the developer succeed.

      I know that we work pretty hard to try to make a developer successful once we've signed them. Sometimes titles get cancelled because they're running off the rails. Sometimes they fail after release for all the various reasons that can happen. Sometimes the causes of those things are the developers' fault, sometimes the publisher's fault. But I've never, ever, encountered a situation where we deliberately set up a developer to fail. In fact, I get dinged pretty heavily if projects I'm working on fail.

      Bonuses and royalties are never unconditional promises. They're based on performance of the title in the marketplace, which is a metric the publisher is interested in optimizing for just as much as the developer is.

      When you sign a developer with "an idea" you are funding the development of that idea. Sometimes that development just doesn't work out and the title is cancelled. But the publisher is taking all the risk in that situation - in most deals the developer only pays back the advances if the title is placed with another publisher.

    5. Re:Personal experience by yo303 · · Score: 2, Insightful
      but people in the gaming industry are far more likely to be extremely interested in and excited by their particular job than someone in most other tech fields.

      That is exactly what makes it unique to the gaming industry. I was in the video game industry from the gameboy through the PlayStation, and usually we put in the extra uncompensated hours because we loved the game. We WANTED to make the game better. I'm glad I'm on my own now, and wouldn't want to go back to those conditions, but at the same time I'm glad for all those years. It builds character!

      Yeah, everybody in tech fields has deadlines. It's just easier to be exploited if you're working on something fun.

      yo.

  2. Too complex by GaimeGuy · · Score: 2, Insightful

    Games have become so complex: That is why developers need to work so hard, for so long, while spending so much money, to get games today finished. With so much complexity involved, many developers won't be able to keep up.

    Some people look at movies and say "Well, games are only now becoming just as complex as movies!" Not true. Games have technologiclally advanced far enough to be compared to movies: however, they are far more complex than movies. With today's games, you have the complexity of a movie combined with complete interaction by the consumer: You interact with the environment, the characters: In some cases, your actions as the character partially determine the plot.

    It's quite obvious: The increasing complexity of games will, unless someone takes a stand, kill off all companies except the huge ones: I can think of only eleven companies which have the money to be able to continue to survive: Nintendo, Sony, Microsoft, Konami, Sega (maybe), Namco, Capcom, Square Enix, EA, THQ (not sure about them, though), and Take Two. All other companies will eventually be dispersed, or will be engulfed by one of the big eleven.

    1. Re:Too complex by Sigma+7 · · Score: 4, Insightful
      Games have become so complex: That is why developers need to work so hard, for so long, while spending so much money, to get games today finished. With so much complexity involved, many developers won't be able to keep up.
      In almost every instance within the software industry (games or otherwise), an improperly planned project will end up either incomplete or behind schedule - especially if there are large groups working on the project.

      While complexity does have a factor in delaying projects, it is minimal when compared to lack of planning.

  3. Nearly All Deadline Driven Development by stumbler · · Score: 2, Insightful

    While this focuses on Games, it's a common occurrence in nearly all deadline driven development activities.

    (The production of many term papers seems to parallel this "crunch mode" as well.)

    1. Re:Nearly All Deadline Driven Development by user+no.+590291 · · Score: 3, Insightful
      (The production of many term papers seems to parallel this "crunch mode" as well.)

      For 80 hours a week? I don't think I spent 80 hours in aggregate on my term papers as an undergrad.

  4. Isn't this true for most software developments? by antdude · · Score: 4, Insightful

    Non-game projects also make developers, QA people, etc. work long hours as well.

    --
    Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
    1. Re:Isn't this true for most software developments? by simoniker · · Score: 2, Insightful

      I think crunch is a particularly big problem for the games industry because there's always _something_ you can do to make the game better, whether it be more moves for the main character, re-tweaking levels, changing up the AI, and so on and so forth. So it's really tempting to keep tweaking for ever, with associated minor and major code/graphical changes and even system rewrites

      I'm not saying that isn't the case in other industries as well, but sometimes non-game software is a little more rigid in terms of a fixed, easily definable feature set. But YMMV.

  5. So whats new? by ZorMonkey · · Score: 5, Interesting

    This has been the norm for at least a decade, probably more. Maybe this is the first time someone did a survey, but I've heard the horror stories for years.

    The trouble is, programming games is "cool" and "fun". People dream about playing and writing games all day, and getting paid for it. So, the development companies have a huge pool of people they can recruit from. If you dont like your working conditions, they'll just hire someone else who will put up with it longer. Thats also why they can pay less on average for young programmers, they have plenty to choose from.

    1. Re:So whats new? by MMaestro · · Score: 2, Interesting
      The trouble is, programming games is "cool" and "fun". People dream about playing and writing games all day, and getting paid for it. So, the development companies have a huge pool of people they can recruit from. If you dont like your working conditions, they'll just hire someone else who will put up with it longer. Thats also why they can pay less on average for young programmers, they have plenty to choose from.

      Although I'll probably get modded down as well as flamed for this, I think the mod scene is one of the biggest culprits when it comes to fueling companies' viewing of this. With the mod scene companies such as EA have the perfect excuse to hire mindless droves thinking working on a video game is 'fun.' People have done it before for free, now they're doing it for money. What could be better?

      But when it comes to actually making the game, once-freelance-working-in-their-college-dorm-room designers find they can't hack 80+ hour work weeks, they can't hack not being able to say 'when its done' or miss the release date by two months and then come up with a lame excuse like 'my internet was cut off and I had to look for a new ISP.' (I've actually seenen this excuse used for some freeware games) Kids fresh out of college (or dropped out of college) find they can't 'BS' their 'final' due the next day or they're fired. So what happens? They quit, release crap, or both.

    2. Re:So whats new? by be951 · · Score: 2, Interesting
      I don't think the idea is that this is something new, just that it is getting worse. And that makes sense, given the greater complexity of top-shelf games today. As graphics, physics, AI, variety of gameplay continue to improve, it takes more work to finish a game. To an extent, you can have more people working, but with pressure on publishers to deliver more value without raising prices and do it faster, something has to give. And programmers will do it because there is probably someone in line behind each one thinking it's a dream job.

      What I wonder is: Since people get burned out and quit (presumably including top talent), why don't some of these people get together and start a development house that doesn't abuse the talent? Then they can recruit and retain the best people. And since they have the best people, they can be competitive without the grueling working conditions, right? Maybe someone has already done this?

  6. entertainment industry by tolldog · · Score: 5, Informative

    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?
  7. A different approach? by October · · Score: 2, Interesting

    Being one of the aforementioned poeple whose lifelong dream is to make games for a living, this issue is one of my biggest concerns. Much as I'd love to design and/or code games for a living, I'd also like to see my family more than once a month. Maybe its not realistic of me, but I'd like to think that much of this problem can be eliminated through a combination of more realistic scheduling and careful design, stressing re-use of components. There are starting to be some impressive third-party game development libraries out there (Havok comes to mind) - between libraries like that, and well-designed, re-usable in-house components like GUIs, factories, event systems, and other such suitably generic components, much of the development time can be cut down, at least after the first game to use them is developed.

    1. Re:A different approach? by nacturation · · Score: 3, Funny

      There is an alternative. You can work for 3D Realms. I hear they have a project or two which doesn't suffer from this crunch mode.

      --
      Want to improve your Karma? Instead of "Post Anonymously", try the "Post Humously" option.
  8. Abandoning the dream ... by arhar · · Score: 2, Interesting

    ... it's stories like these that I've heard over the past couple of years, when I was nearing graduation and thinking of what industry to go into, that made me abandon my lifelong dream of developing games. If you search the net, there's many more horror stories, not only about long hours. From what I understand, basically it's just not FUN 99% of the time.

    I'm glad I've decided not to pursue my dream. I now work as a programmer in a financial industry, I love what I do, and I couldn't be happier.

  9. Typical software engineering... by ConceptJunkie · · Score: 2, Insightful

    How is this different than any other software industry. Bads management, unrealistic goals, development schedules dictated by marketing... this is true in every aspect of software development. Part of it is the nature of the work, software development is still very new on the industrial time-scale, people haven't reduced it to a science or even an art yet. Look at Microsoft (or any other company), who is incapable of doing anything, no matter how advanced or sophisticated without glaring bugs and obvious flaws. What other industry is like this? Cars have problems, but not like software... and they've had 100 years to figure out how to build them and the product is cheaper, works better, safer and more reliable than even 20 years ago. Software is more powerful, but is it more reliable? Cheaper? Safer? Or is the software industry driving the hardware industry, which in turn drives the software industry, forcing us to upgrade endlessly depsite the fact that we all own supercomputers by the standards of the 1980's. For games this is understandable, but for word processing?

    The other issue, which sets games apart is just that... unless word processing, or spreadsheets or browsers or any of the other 95% of things that computers are used for, pushing the technological boundaries isn't necessary and in fact causes as many problems as it solves. With games, pushing the limits is integral to the experience. How do you think id has stayed in business releasing the same game over and over for 15 years, because each new release pushes the technology in new ways and makes the experience more intense and immersive. Can you really say the same need exists for word processing. As a casual user, I could do anything I would ever want to do with a WP program 10 years ago or more.

    Anyhow, I guess I've rambled long enough. I love games and would be a hell of a game designer, because it's been an interest of mine since I was designing war games with graph paper and dymo labels for counters in middle school, and I've dabbled in rewriting one of the older roguelikes, but I wouldn't want to be in this industry... I'd rather have a life. And even though I wor in other software fields, about once every three months I swear I'm going to chuck it all and become a teacher.

    Maybe the "crunch time" is a little more extreme in game development, but I don't think it is unique and it certainly isn't necessary. It's just how business works. If we knew how to do it better, our society would be much more advanced than it is now... and in another few generations, it probably will be.

    --
    You are in a maze of twisty little passages, all alike.
  10. What Brings the Dreaded Crunch by MiceHead · · Score: 4, Insightful
    There are plenty of reasons why a studio might enter crunch-mode:

    • Approaching holiday - Christmas brings about the hottest season in retail, and publishers want to capitalize on this by releasing new titles in time for this. The Christmas push is less pressing for smaller studios that distribute outside of retail.
    • Media event - E3 is when all the gaming companies and all the gaming press come together and pretty much stand around in a competition to see who can avoid having a seizure (flash/audio). Or, such was my take on it. There's a huge PR incentive to have content prepared for this event; more eyeballs translates into more potential sales.
    • Publisher-imposed milestone - Publishers can withhold payment or cancel projects outright if a team misses milestones; if you're nearing such a deadline, the extra hours may be the difference between a happy publisher and a cranky one.
    • Competition - You might have a solid first-person shooter, but if it's released concurrent with Doom III or Half-Life 2, there's a good chance it'll be overlooked. If you own the UHF DVD, you'll hear Al Yankovic lament that his movie went up against Batman, Indiana Jones, Lethal Weapon II, among others. You may also have your favorite game that was underrated due to poor timing. (Fortunately, there's always the possibility of a sequel.)
    • Budgetary constraints - Especially crucial if a development house is self-funding a title. If a generous publisher sees a promising project go over-budget, they might extend it. If an independent studio runs out of money for going over schedule, it must secure more financing.
    • Loss of staff - This can be devastating at project-end. There's no time to train new staff; existing members must take up the slack.
    Game development is a wonderful vocation, but as with anything, too much of a crunch (the death-march) results in burnout. There must be ways we can mitigate some of the above causes. Less reliance on outside investment is one, but maybe that's wishful thinking my part.
    1. Re:What Brings the Dreaded Crunch by Dixie_Flatline · · Score: 3, Informative

      I'd like to point out that it's not just E3 anymore. Starting in January or February, we start ramping up for demo season. The GDC (Game Developer's Conference) is also a big demo for most companies. That means about 1/3 of the year (finishing with the E3 demo) is spent preparing for demos. For a pretty decent game, the dev cycle is 2 to 3 years. So in 3 years, you've probably got 2/3 of a year dedicated to showing demos at shows (the first year doesn't usually see you having enough of the game done to even announce its development, let alone show it), and one release deadline. Besides working crunch for all those events, you also have all sorts of intermediate milestones that you have to meet for internal demos, or demos for your publisher, like you mentioned.

      I got my job straight out of University. The crunch there was much more intense, but for a shorter time. As long as I don't have to work 80 hour weeks for 3 straight months or more, I can cope. (Especially if my crunch is in the winter, when I'm not going outside anyway. :)

  11. I found this story amusing, considering... by Zoid · · Score: 4, Interesting

    I'm currently in my 14th hour at work. E3 is next week.

    Working on a triple-AAA title requires that effort. The guys who made the LOTR movies put insane hours in as well. When you're making outstanding triple-AAA quality entertainment based media, be it movies, games, televisions shows, etc, you've got put the effort in to make it as good as it can be.

    There are horror stories about publishers fucking developers with unreasonable deadlines. Fortunately, I work for a publisher that doesn't do that--the extended effort is for quality, not just for making the deadline. I count myself lucky, and I hope guys who did get fucked can find themselves working for a developer who has a good relationship with a publisher.

    For me, I'm still here because I want to make the best game I can.

    --
    /// Zoid.
    1. Re:I found this story amusing, considering... by cubicledrone · · Score: 3, Insightful

      The guys who made the LOTR movies put insane hours in as well. When you're making outstanding triple-AAA quality entertainment based media, be it movies, games, televisions shows, etc, you've got put the effort in to make it as good as it can be.

      By driving employees to the point of exhaustion? Its inefficient and a poor way to build an industry. Structural engineers don't work 14 hours a day building suspension bridges. Auto workers don't work 80 hour weeks. Why must game developers work ridiculous schedules to earn their paychecks? (Hint: It has to do with management and the value of a "really cool job.")

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    2. Re:I found this story amusing, considering... by Torgo's+Pizza · · Score: 2, Informative

      Hey Zoid...

      Everyone is different, but you have to admit that there's a deficency when it comes to QoL (Quality of Life) in the video game industry. Part of it is self-destructive; the built-in drive that seems to exist in the soul of game developers to work long hours. Those long hours eventually catch up to you as deminishing returns.

      Do you remember the time when I pulled a 36 hour shift at Ensemble? (It's been several years.) Sure, I got a lot of work done but at the end the quality suffered and it took me time to recover. Developers putting in regular 80 hour weeks on average have buggier code, which then requires even more time to fix.

      The other half is management. During Age of Empires 2, Harter Ryan did this milestone schedule of nine weeks normal, four weeks crunch time. Sounded good at the time, but what happened is that everyone slacked for those nine weeks knowing that they could catch up during crunch time. Crunch time ended up being six weeks. Then the nine weeks of regular time ended up being compressed on the next milestone so it got progressively worse. It was absolutely murder on me and my family (with a brand new baby in the house). I ended up leaving the company because of burnout and the time commitment that I couldn't give to the company anymore.

      I know that there comes a time when you just *have* to give extra time to a project. I'm in one know that's caused me to miss a week of trivia (there'll be some today) but my present company figured out a way around it. Instead of everyone working 16 hour shifts, they divided everyone into three shifts working eight hours. We get 24-hour coverage, but everyone is always rested and working. It won't work for every situation and company, but it's a new option.

      Commitment for quality is commendable and even desirable. There's a big problem in this industry with QoL. There is a lot of truth to the sterotype of a game developer being male, overweight, smelling and having a wardrobe only of T-Shirts and shorts. As a whole, the industry needs to focus on improving QoL for it's employees and make large leaps in labor areas.

    3. Re:I found this story amusing, considering... by AvantLegion · · Score: 2, Funny
      I'm currently in my 14th hour at work. E3 is next week.

      And here you are on Slashdot. Now we know why our game will be late. Fucker.

  12. Ok by cubicledrone · · Score: 3, Interesting

    34.3% of developers expect to leave the industry within 5 years, and 51.2% within 10 years

    Sounds like a great way to build up knowledge and experience in the industry so game development advances like all other industries. Just another example of short-term, slap-a-label-on-it thinking, brought to you by middle management.

    Crunch time is omnipresent,

    Poor, overpaid, underqualified, incompetent management.

    The average crunch work week exceeds 80 hours 13% of the time.

    Omnipresent 80 hour work weeks. Sounds like about half the proper work force hasn't been hired yet. Probably because of arrogant, incompetent, cynical management.

    Overtime is often uncompensated (46.8%)

    Even though the video game industry makes profits in the billions.

    While game development is a stimulating and rewarding career

    Sure it is. From this description it sounds like a wailing shithole.

    he 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

    No shit?

    Are insane hours just part and parcel of working in games, or is there another way?

    Yes. Standardize the tools. No more graphics engines for 10 years. Period. Half of all development budgets should be spent on games that haven't EVER been developed yet (no sequels, no clones, no remakes, no licensed characters). One fourth of development budgets should be used to hire independent developers. One tenth of all development budgets should fund games written by one developer.

    The adventure genre should be re-invented from the ground up. Interactive fiction should be marketed again. Prices for games should be cut by 30% across the board. Electronic distribution should be standard for all games, including consoles.

    Publishers should invest long-term to build a true renaissance for video and computer games. Create-your-own-game tools should be developed and marketed for all genres. Standardized artwork, engines and tools should be made available to all amateur developers.

    Arcade, console and computer classics should be marketed in binary form as products by genre with properly licensed emulators. All such products should include documented source for each game with reference to the available tools so amateur developers can build their own versions of each game type. Game designs and theory should be documented as well.

    The result would be decades of windfall profits for the game industry and entire libraries of new games for players, amateur developers and the mod community alike.

    Oh, and it wouldn't require 80-hour uncompensated work weeks so we can have another sequel of a remake of a clone of a boring game.

    --
    Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
  13. Re:aww, poor programmers by KDan · · Score: 2, Insightful

    Bullshit to that. Working in a lab is like working anywhere. It's work. Period. Studying is different, but work is still work whether you're preparing bacteria samples or coding something. In fact, coding can probably be significantly more fun than the repetitive lab tasks which a grad student will often be required to perform (because no one else will do them).

    Daniel

    --
    Carpe Diem
  14. Re:It's the way it is by WayneConrad · · Score: 2, Insightful

    Faceit, it's very easy to end up working a 14 hour day when you spent 4 hours of that day chasing each other with Nerf guns or taking 2 hour lunches.

    Indeed. And conversely: It's very easy to spend 4 hours of the day chasing each other with Nerf guns or taking 2 hour lunches when you're working 14 hour days.

    When workdays get longer, so do breaks, and people still need to do their chores: Get the car worked on, go to the bank, pick up the dry cleaning, and whatnot. And they do, only it's now a protracted interruption in their 14 hour day rather than something they do after work.

    A disciplined worker's focused 8 hours can best the productivity of the tired, frazzled worker working 14 hours, but nobody wants their manager to not see them pulling with the team. It takes a strong manager and a disciplined worker to keep the work day from consuming one's life.

  15. Doesn't Hold Up by NickFusion · · Score: 2, Insightful

    Do we see Hollywood rushing unfinished movies to market?

    "Sorry, Jackson old bean. You've run a bit long, so we're just going to throw up the credits in the middle of the battle on Mt. Doom. By the time the audience sees it, we'll already have their $9.00, and haha on them."

    Unfortunately, this is all too often what happens with games.

    How does Hollywood acheive the awesome feat of actually finishing products before they're released?

    By making reasonable estimates of the actual time to compleat the project, and by keeping the production pipeline full. Sometimes they will even, (gasp!) keep a finished movie on the shelf for a few months before releasing it. So there is a bit of flexibility, should a project go long.

    --
    What were you expecting?
  16. Re:Union by mad.frog · · Score: 2, Interesting
    Form a union.

    No shit. I wish one had existed when I was working for A Major Game Publisher -- I would have joined in a heartbeat.

    After 6 months on 80-100 hour weeks, though, with no overtime, no royalties, no meaningful bonuses, I left, and I'd say I'm done with games forever, most likely, barring a major change in industry practices.

  17. Expectations by Psychochild · · Score: 2, Insightful

    Crunch time as we have it now is a perversion of what originally made the industry great.

    In the olden days of game development, you had people that were genuinely passionate about their project. These people were willing to go the extra mile to make the game great. That often included working insane amount of hours to put as much quality into the game as possible.

    Somewhere along the lines, management decided this seemed to be the norm, so why not schedule for it? Just assume that game developers will work 60-80 hour weeks, and you can save a lot of money. So, "crunch" time went from being something developers did as a sign of pride in their work to something that managers just scheduled for.

    Unfortunately, this change makes all the difference. If you don't care about the game you're working on and you're still expected to make 16 hour days for the next few months, then you're going to burn out quickly. Of course, there's a seemingly endless supply of fresh college grads willing to take the job, especially with the current economic conditions.

    This is one of the main reasons why I started my own company. I wanted to feel passionate about the games I worked on, and I wanted my long hours to directly contribute to my own well-being. For the record, I work on the game Meridian 59.

    My point of view,

    --
    Brian "Psychochild" Green
    MMO developer's blog