IGDA Split Over "Crunch Time" Development
LingNoi writes
"Arguments between members of the International Game Developers Association (IGDA) have been red hot over recent controversy because of a 'Studio Heads on the Hotseat' panel video (skip to 21:00). The fighting started when IGDA board members (that also happen to be studio executives) which were taking part in the discussions made clear their favor for 'crunch time,' a method of doing overtime on a game to make very tight deadlines. It has been seen as hypocritical that an organization whose goal is to create a better quality of life for developers is led by studio executives who are happy to overwork employees. The IGDA released a response which didn't take sides on the issue."
I used to love crunch time, it was like a rush. In school I always put off my assignments to the last minute, and when I was working, I always had deadlines that were too short, and it motivated me to work as hard as I could. But of course, there was always a period of being burned out afterwards.
Then one day I snapped. It seemed so stupid to be in a constant state of panic: it's not like the work actually got done faster. So one day I came up with the bright idea, "why not plan enough time from the beginning to get the job done? Then I won't need to panic at the end!"
It was hard at first, I had trouble figuring out how long things would take, but after a while I got really good, even when it involved figuring out how some mystery hardware works (ie, it's going to take a LOT longer than you expect). I still get things done just as fast, if not faster, and I am happier and more efficient. In addition I know how long things are going to take, so I can promise things to customers and deliver on the promises. And I have more energy to put towards productive things, not towards stress.
Qxe4
The thing that strikes me about the quality of life issues in the game industry is that there is always a struggle against it by people in the industry. While half of the industry is says things like "we need time to see our families" the other side seems to be from the point of "if you really had a passion for this you wouldn't have a family."
Mike Capps in this panel was a perfect example of this overwhelming bravado that causes so many good people to go outside of the industry for work. He stated pretty clearly that his employees have to prioritize work over family. He even went as far to say that one of the bonuses of having official crunch policies is that it allows his developers to have an excuse to give to their families as to why they never see each other. (Shortly after having divorce as an example of problems that can bring performance down. gee I wonder what happened at home)
There is a very large percentage of people in the industry who have a problem with seeing overtime and crunch as something to be proud of. Really it is the game industry equivalent of out of shape men at the gym crowding around each other lifting way too much weight and giving themselves hernias.
I know it is that way because I used to be one of them. I used to be proud of the fact that I was dedicated enough to work 80 hour weeks for months at a time, get swapped onto another team and start the 80 hr weeks again a few months later. Now that I am a little older, haven't been in the game industry for a while, and have a family I realize that it really is not worth it and how stupid I was for putting up with a work environment like that for so long. The fact that those environments still exist in such a large percentage, and even are encouraged to exist, is one of the big reasons why I haven't gone back to the industry.