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Features

Making Great Games In 40 Hours Per Week
Sustained
periods of overtime have long been considered "normal"
within the game industry and are often considered a prerequisite
for creating quality games and meeting deadlines. Some developers
go a step further and view working brutally long hours as a badge
of honor and something to be admired and respected.
In
an attempt to better understand the prevalence of overtime in the
game industry, I reviewed 30 Game Developer Postmortems from
the past five years.
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The
Blue Fang team gathers in all its glory for a group photo.
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Of
the 30 I reviewed, only five specifically cited arduous hours and
overtime as both regrettable and something to be avoided in the
future. Nine implied that there had been serious overtime, but made
no mention of it as being either regrettable or avoidable. One of
those nine described the practice of their employees working 24
hours straight, sleeping six hours on site, and then working another
24 hours as "fostering a hardcore work ethic." The remaining
16 Postmortems made no mention of overtime. Given what we know of
the game industry, I think it's highly likely that a fair portion
of these projects entailed some form of crunch time.
The
winds of change constantly rush through this industry, and the issue
of quality of life in game development continues to gain visibility
and momentum. Continued pressure from disgruntled employees, the
outcome of the Vivendi and EA lawsuits, and the impact of new federal
and state overtime laws may drive legal action and force some developers
to limit their staff overtime or face additional compensation expenses.
While
the prospect of limiting staff overtime may be frightening to some,
it's possible to make high-quality games without severe or extended
crunches. Great games can be developed in something resembling a
40-hour work week schedule. How is this possible? With appropriate
systems and infrastructure in place, employees who work relatively
steady 40-hour weeks are demonstrably more efficient and productive,
especially over an extended period of time, such as that of a standard
game development cycle. The bottom line is that through effective
management and policies, development teams can get more done in
less time.
This
is not just a hypothesis; I've seen this principle successfully
applied to software development in the game industry and in other
software businesses. The most effective and successful software
development managers I have worked with understood that performance
degrades with prolonged work cycles and lack of sleep. Early in
my career, I asked a successful development manager why he was sending
people home as opposed to letting them stay and get more work done.
His reply was simple: "These guys have been working hard, I
know they've been here for quite some time, and I don't want them
checking in buggy code." The benefit gained from the extra
time spent at work was often outweighed by the cost of increased
error rates and the lower overall productivity of a tired and potentially
demoralized staff.
His
philosophy has stuck with me, and I've seen this principle at work
in our game business. Our company, Blue Fang Games, has been in
business now for over six years. We've collaborated on one project,
shipped two full games and two expansion packs, and we've always
taken pride in our ability to make great games while hitting our
milestones and shipping our games on time and on budget. Through
all of this, our company policy has been to let our employees have
their weekends to themselves, actively and successfully discouraging
any sort of incessant overtime.
How
do we do this? For the most part, it's the application of tried
and true software and project development procedures and techniques,
combined with what we believe is - or should be - common sense.
Make
it a Priority
First,
keeping people's hours reasonable must be a company priority. I
submit that it should be one of your company's essential values.
Otherwise, and especially if it hasn't been a key value to date,
when confronted with a difficult situation, it'll be too easy to
backslide into old habits. At Blue Fang, we've made it a part of
our mission statement:
To
make great games on time, provide an exceptional workplace for
our employees, and exercise keen fiscal judgment in our business.
Thorough
Planning
Next,
you need to be very thorough in the pre-planning and planning phases
of your projects. Planning is perhaps the most critical time for
any game's development, and this is where most schedules go awry.
Whether you utilize the classic "design, estimate, schedule,
and build" methodology, or are using more of a prototyping
methodology, if you and your team are not painstakingly thorough
here, you will not be successful at maintaining your schedule and
keeping your team's hours reasonable.
There
are some basic planning guidelines that we adhere to here at Blue
Fang. First, someone must be functioning effectively as the builder
and keeper of the schedule, in our case, the producer. This person
has to be detail-focused, persistent, and patient. You are fighting
an uphill battle in the planning stage as the natural inclination
of everyone on the team is to get through the boring and tedious
estimating and scheduling portion of the process as quickly as possible.
The team wants to be coding, creating real artwork, and designing.
While the design work should essentially be complete at the planning
stage (keeping in mind that some changes are inevitable), no real
coding or artwork should be done until the job of task estimation
is done.
The
truth is that during the planning phase, your team needs to exercise
the greatest level of discipline. You need to drill down on each
and every task, and then drill down again. There should be no such
thing as a five-day task (this excludes broad category items such
as optimization and bug fixing, which can take considerably more
than five days). When an engineer, for example, labels a discrete
task five days, it's a clear indication that he or she hasn't thought
enough about the feature or problem. Break that task down into more
specific pieces so that none are longer than five days.
Know
What Can and Can't Be Cut
It
is also important to have a clear grasp of the essential components
of your game and the various components that critically affect the
scope of the game. Our companies' founders, Adam Levesque and John
Wheeler, among others here, have always impressed me with their
fundamental understanding of the required scope of the games they're
working on. In other words, they always know what can and can't
be added or cut in the game.
Plan
for the Unexpected
When
building the schedule, account for absolutely everything: attending
shows and conferences, creating demos, vacations, sick time, maternity
leave, and anything else that could throw a monkey wrench into the
works. In addition, we (usually) add a fudge factor - from 15 to
25 percent - for unexpected events. If you truly want to do away
with extended crunches, you must live and breathe the notion that
you cannot add features or tasks without either removing others
or adding time.
Regularly
Update Your Schedule
You
must continually monitor the progress of your product. Ideally,
we update the schedule for all tasks once a week, and we completely
redesign the schedule from the ground up half-way through the project
in order to apply new thinking, updated information, or just to
check that our estimates are holding true. On our most recent project,
we didn't always hit the once-a-week update, and we were forced
to completely redesign the schedule twice. This was not ideal, but
it was better than remaining ignorant.
Use
Overtime Sparingly
Having
railed against overtime to this point, I'll now add that, when used
intelligently, it's actually a very useful tool. It's fairly widely
recognized that workers can absorb a temporary 15 to 20 percent
increase in their workload for short periods of time. We usually
schedule one crunch week for each of the early and middle milestones,
and two weeks per milestone during the closing stages. Crunch weeks
entail working four 10-hour days. The fifth day (individuals choose
which day that is), is a normal day. We publicize crunch weeks well
in advance, so people/families can plan for it. Whenever we have
to schedule two crunch weeks in the same milestone, we try never
to have them back-to-back.
People-Management
is Critical
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Even
after working on games all day, some employees still love
to play them.
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Blame
Dilbert: management gets a bad rap in the U.S. Nowhere is this more
true than in game companies. Yet managers, the people actually responsible
for the direction and performance of the staff, are perhaps the
most critical element to your success. Most game companies have
people who manage projects, but my observation is that the management
of the actual people doing the work is stressed less heavily. It's
easy to understand why. Hierarchy, management, and reporting structures
aren't necessarily second nature to most game developers. Most game
shops were initially formed around the cohesive vision and goal
of building a game, and/or on the strength and talent of its founders.
Those forces can hold people together to a point, but beyond that
point, the company's infrastructure and management provide the glue.
Management
is also a sensitive issue. Employees, even the good ones, are human
and can falter. Problems outside work can dramatically affect productivity.
Employees can lose motivation, become over stressed, lose their
focus, or even lose sight of the project's goals. Good managers
know how to deal with people effectively. They get the most out
of their people and make each of them work better. It is generally
accepted in business that a very good manager can improve performance
in an individual by at least 10 percent. Conversely, a poor manager
costs you at least that, and undoubtedly more. If, in each case,
the manager is managing six people (ours manage more) over the life
of an 18-month project, this productivity difference is just less
than two man-years of development.
Just
because a person is your best programmer, artist, or designer, it
doesn't mean that he or she is your best manager. And the opposite
might be true too. If you make that person a manager, you've done
the worst possible thing: taken one of your greatest assets and
made him or her far less productive and valuable. On top of that,
you've probably negatively affected all the other folks who they
are now directing. Egos can be involved when making decisions on
who is placed into management positions, but it is up to whoever
is in charge to push through that and make the right move.
Lastly,
management is also about supervision. The only way that regular
work weeks are effective is if everyone is contributing at their
highest level during the work day. There can be no sloughing off
for a certain number of days or weeks, and then furiously working
to catch up. This practice defeats the purpose of establishing regular
work hours. Clearly communicate the quid pro quo involved here from
the outset. People can have their weekends and regular workdays,
but that means we've all got to be working diligently for at least
eight hours during the time that we're in the office.
Communicate
with your Publishers
Where
is the publisher in all this? Clearly, your relationship with the
publisher is another one of the key components in keeping schedules
normalized. A forward-thinking publisher will understand the relevant
issues and won't push the developer to do or promise things that
are just not possible under normal circumstances. We've all heard
the horror stories, but my own sense is that these destructive developer/publisher
situations are becoming less frequent.
Publishers
want what we all want: great, non-buggy games shipped on time. In
addition, most want to build longer term relationships with good
developers. It's up to you to communicate your professionalism and
expertise to your publisher. Carefully building a schedule and then
being able to adhere to it is one of the best ways to do that. The
publisher must believe that the development company knows what it
is doing. When this happens, the publisher will more readily trust
the studio when it makes recommendations regarding the game, even
if that entails cutting features to add others, or adjusting the
scope of the game to maintain the schedule.
Against
The Wall
Since
this article was first written, Blue Fang has wrapped production
on Zoo Tycoon 2. During the nearly two-year development of
this game, the methodologies and core beliefs described here were
tested to the limit, particularly in the final stages. In the last
two-month stretch, we endured more overtime than ever before. I'm
not proud to admit that faced with the very real concern that we
would not hit our targeted ship date, we worked 26 days straight
in August 2004 to meet our deadlines.
With
our focus on project planning/monitoring, it is logical to ask how
we found ourselves in this position to begin with. We are currently
dedicating a great deal of attention to fully answering this question
ourselves through an in-depth postmortem process. The obvious excuses
are there: we were dealing with brand new technology and the scope
of the game was much larger and more complex than any of its predecessors.
Ultimately, however, we in management have taken responsibility
- and rightfully so - and will work to improve our performance so
that we don't put our employees in this situation again.
The
one positive to come out of this (other than a quality finished
product of which we're proud) was a further substantiation that
having reasonable work hours makes sense for effective game development.
Thankfully, we had well managed our team's time up until that final
stretch, and they weren't burnt out going into the final month.
Thus, they had enough in reserves at the end of the project to work
reasonably effectively during that period. I say reasonably effectively,
because I observed the aforementioned costs of overtime (increased
error rates, lower overall productivity) during the final weeks,
and I'm more convinced than ever that we never want to be in that
position again.
In
the end, the product shipped in time for the holidays. It was close
- closer than we like or are comfortable with - but we got there.
We are also doing our best to thank our employees for their efforts.
Flowers were sent to spouses every time an employee had to work
a weekend (that was very much appreciated-at least the first time)
and we diligently tracked each employee's weekend overtime and will
be providing them with additional vacation days based on that. Via
our postmortem, we will identify areas that need improvement, fix
what went wrong, and keep making high quality games that ship on
time while continuing to respect our employees' quality of life.
Gone
Gold
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The
office news wall displays articles on Blue Fang and its products
and employees.
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One
could easily write a book on this and related topics. In fact, many
have already been written. I strongly urge you to read as many of
the good ones as possible (see References). There's also much good
work being done by the IGDA on this very subject. If you haven't
read the "Quality of Life" white paper the IGDA published
in April of 2004, I heartily recommend that you do.
I
exhort everyone in our industry to consider new ideas and perspectives
on this subject. Don't just accept the status quo, nor the notion
that gamemaking is done a particular way because that's the way
you've always done it. The truth of the matter is that if you don't
recognize the inherent problems caused by extended overtime and
death marches, you will be at a competitive disadvantage to the
game companies out there who have recognized this and are doing
something about it. Companies that effectively manage their time
will develop better products and will have a higher likelihood of
shipping on time. In doing so, they will demonstrate their proficiency
and professionalism to publishers and other partners. Their people
will always be fresh, and they will continue to produce high-quality
products indefinitely. They will retain their best people and there
is a good chance they will absorb the talent from the companies
who aren't taking advantage of this improved outlook and work methodology.
If
you do things right, you'll hit your schedule regularly, and instead
of being working at midnight on a Saturday, you can be home with
your family or friends. Heck, you may even have time to sit down
and play your favorite game. Doesn't that sound like fun?
References
DeMarco,
Tom. Controlling Software Projects: Management, Measurement,
and Estimates. New York: Yourdon Press, 1982.
DeMarco,
Tom. Slack: Getting Past Burnout, Busywork, and the Myth of Total
Efficiency. New York: Broadway Books, 2001.
DeMarco,
Tom and Timothy Lister. Peopleware: Productive Projects and Teams,
2nd edition. New York: Dorset House Publishing, Co., 1999.
Jones,
Capers. Assessment and Control of Software Risks. Chairman
of Software Productivity Research Inc. Upper Saddle, N.J.: Yourdon
Press/Prentice Hall, 1994.
Leipzig,
Jeremy. "Work Issues in Software Engineering." N.C. State
University, December 2002.
Maguire,
Steve. Debugging the Development Process: Practical Strategies
for Staying Focused, Hitting Ship Dates, and Building Solid Teams.
Redmond, Wash.: Microsoft Press, 1994.
McConnell,
Steve. Rapid Development: Taming Wild Software Schedules.
Redmond, Wash.: Microsoft Press, 1996.
Metzger,
Phil and John Boddie. Managing a Programming Project: Processes
and People, 3rd edition. Upper Saddle River, NJ: Prentice Hall,
1995.
Rothman,
Johanna. "Taking the Crunch Out of Crunch Time." Software
Development Magazine, March 2000.
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