Slashdot Mirror


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?

14 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 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.

  2. 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.

  3. 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).
  4. 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.

  5. 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?
  6. 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.

  7. 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. :)

  8. 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.
  9. 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.
  10. 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.