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Not Everyone Feels The Crunch
 
 
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Features
  Not Everyone Feels The Crunch
by Paul Hyman
8 comments
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July 3, 2008 Article Start Previous Page 2 of 3 Next
 

Andrew Eades is another developer who'd been crunched in an earlier life and decided "never again." The studio at which he and his partner David Amor had been toiling - frequently for "ridiculously silly hours" - went bust, and, at the end of 2003, the two founded UK-based Relentless Software. Its name stems from the duo's solemn oath to never, ever work overtime again.

"Some people find crunch invigorating but, frankly, after the first few days, it loses its appeal," says Eades, Relentless' owner and director. "We take the extreme view that you should never do it. We define 'crunch' as anything over a 40-hour week."

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In fact, developers at Relentless work 9-5 with an hour for lunch, five days a week, for a total of 35 hours. The key word, says Eades, is "work".

"We'd noticed that at many studios there was a big difference between the amount of time people spend in the office and their productive time," he explains.

"Because many studios are set up to resemble playgrounds, people develop a slacking-off culture. They play games, drink coffee, and chat with their mates, which are very nice things to do but not exactly useful in the production of video games."

Eades says his policy of maximizing the 35-hour workweek is what enables his team to avoid crunch. "We don't have crunch because we have an unbreakable rule that there can be no crunch. It's not allowed," he adds.

That's in addition to Relentless' "very strong project management skills that give us a very measurable week," Eades notes.

"Every week is the same. We know how long it takes to do stuff and we can predict it much better than if every week was completely random. That's why there's no mass panic at the end of the project. We just finish, exactly as planned."

But instilling such discipline into a company that's not used to it may be fruitless, according to Eades, who admits that his no-crunch policy works because Relentless was built that way from the ground up.

"I think altering a studio's policy to one like ours would be really difficult," he says. "Our policy is so fundamental and so strange that, unless you reinforce all the policies that back it up, it would be very easy to lose one's way and go back to old, easier habits."

"You would have to have an absolute emphasis on delivery of milestones; that's number one. And then you'd have to be really firm when your publisher says, 'Can you work the weekend?'

"Your answer, without exception, would have to be 'No!' That's not an easy thing to do. So, in the long run, the way we did it - from scratch - works best."

 
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Comments

Henk Hopla
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Great article!

For me it hits the 'nail on the head'. I've been at a large studio for years and it was pretty much as explained in this article.
1/3 of the studio plays 'fuss-ball' for at least an hour a day and takes 2 hour lunches and takes it 'very easy' the rest of the time.

That result in a lot of crunch time for the entire studio.

Those who try to keep an efficient, active 9-5 work schedule and don't slack of as much get hurt by it.

I don't think management in large studios has any clue about this phenomena. Or at least the entire studio gets put into crunch.

So I personally like the attitude of Relentless Software of sticking mostly to work during working hours and therefor being able to have a normal 40 hr work-week.
This will actually result in more free (family/friends) time in the long run.

Fernando Angelico
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I remember my firsts crunchs, it was cool ,sleeping on the office , 12-14 hours ,6-7 days a week, was fun... until it became standard, and every month we have one week of crunch, thats affected my and my coworkers health.
Sadly of 12 programmes ,10 resigned (myself include) in less than a year.
Great article

Tom Newman
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I am a freelance sound designer with 18+ years of experience. My 2 passions in life are audio and videogames, and the only reason I am not working full time in the industry is because of the situations stated in the articles above. I have several close colleagues who do have full time jobs with major developers and hear their grief regarding these issues on a regular basis. I currently work a full time sales job making significantly more than I would in the game industry, with no mandatory overtime or weekends, living in Michigan, where the cost of living is much less than where I would need to relocate. Unfortunately my audio work has temporarily shifted to a hobby as a result.
It is very encouraging to read these discussions, and hopefully there will be some changes in the future. I know too many taltented people who have left the industry. One of my best friends went from working as a programmer for a major game developer to working on proprietary software for business applications, making more money, with better hours/benefits.
Better working conditions will attract more talented people, which will result in better quality titles, with better overall sales results, it seems like a win for everyone.

David McGraw
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Great Article!

Yeah, as an to-be entry-level candidate, QOL standards are the biggest concern for me. I worked 15+ hour days in the Military for months on end. Those days are over, and I really couldn't care to bring that into my next phase of life.

Matt Benic
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Having worked on both sides (serious/simulation and commercial game dev) I can promise you the serious side isn't immune to lousy planning and the resulting crunch. The key always has been and always will be proper planning and prioritization.
What the guys at relentless have fixed is a fundamental flaw in game dev (and many other industries) and I applaud them for it. The 'fun at work' driven primarily by single employees almost always has a negative long term effect on everyone, including the family guys that try to maintain the discipline during actual working hours to avoid overtime. Yes I know it's a generalization, but it's very often the truth.

Steven An
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It'd be great to hear what project/process management techniques work/don't work for those who have managed to avoid crunch.

I suppose getting rid of "fun at work" is a huge one...hmm, I guess blocking Youtube was not a bad idea (though we still crunched like mad!)

Jeppe Moller
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Yes, nice article. But where are the comments for all those that apparently praise the crunch? Something must be wrong in this article - or the crunching would be history? No cons for crunching?

Geoffrey Chandler
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Why is it that every-time I read an article talking about hours/crunch/labor practices in the videogame industry, I feel like I am reading a therapy transcript?

If we talk about it, it will get better right?

Every-time I read an article talking about hours/crunch/labor practices in the videogame industry, I feel like I am reading a therapy transcript?

If we talk about it, it will get better right?

Wrong, avoiding crunch takes discipline of financial planning and discipline of management. It takes project management that spends the time to pour over employee output and project progress data. In order to properly schedule a project, one needs to determine how much work there is, and how long it will take.

Obtaining accurate values for how much work remains and how long it takes do not spawn from "tribal experience" or "years in the industry." They are generated by spending a considerable amount of time and effort evaluating the skills and work styles of your employees, looking at process, identifying bottlenecks, and reigning in and anticipating "customer fastidiousness."

I feel that a big reason that progress towards elimination of crunch is spotty at best has to do with the fact that many mistake it for hard work. If put in my time down in the trenches I can wear it like a badge of courage then expect the same later in my career from those that I manage.

I challenge you to look at it in a different light. You are not working your employees hard, you are increasing fixed overhead, reducing employees time with their families (often a great source of inspiration for ground breaking ideas), and you are increasing turnover.

Maybe run the numbers for you last project and see what they look like if you eliminate overtime, after-hours electricity, food orders, and comp-time.


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