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But
not everyone who has experienced crunch - and is hoping to escape it - has
the option of launching a new studio. Others look around and see that the grass
may be greener outside the commercial games sector, particularly where
developers are making serious
games.
Ben
Sawyer, co-director of the Serious Games
Initiative, believes that his environment is no panacea for
developers.
"Serious
games creators do get hit by crunches... just different kinds,"
he says. "Clients often take a long time to get back to you and they gum up
your process, but then they still want to see deadlines get hit. So you're
often crunching at the end."
"But, at the same time, many customers don't
necessarily have large projects and they are often more understanding of your
schedules, so you can get some leeway. However, no one should think that
serious games development is the escape that it sounds like it could be."
On the other hand, Joe Straitiff has made the switch and
doesn't regret it for a minute.
Straitiff
worked at Midway, Infogrames, and Stormfront Studios, and was part of the
class-action suit against EA (that also involved Hasty as the lead
plaintiff) where, as a software engineer 3, his last project was The Urbz:
Sims in the City.
"They
were trying to get us to work at least 10 hours a day, seven days a week," he recalls. "I didn't quite give them
that but I do remember 14-15-hour days a few days in a row every now and then,
and I know I did some 80-hour weeks."
Today,
Straitiff is senior software engineer at San Mateo, CA-based Forterra Systems
which produces private and secure MMO virtual worlds for corporate, government,
defense, medical, and educational clients, not gamers.
"I've
been here over three years now, and it's been regular hours 99% of the time,"
he says. "And the other 1% is never a lot, just support for one of the major
shows. Last year there was no extra time necessary at all."
While
Straitiff can't vouch for the fact that Forterra is typical of all serious
games studios, he does believe that the serious side has a much higher quality
of life.
"On
this side of the fence, our deliveries have to be solid while still being
maintainable," he explains. "The customers are fewer - paying a lot more for
the product - and they expect regular updates. We are selling them a platform,
so we spend a lot of time estimating and tracking progress, adjusting
everything along the way."
In
comparison, at commercial games studios, Straitiff recalls schedules that
everyone knew were impossible from the start, "but the pressure was still there
to just get it done. Everyone wanted to ship a game every Christmas, which
amounted to about six months of dev time for a title, clearly not enough for a
decent game. So everyone crunched and hacked away."
He
believes that if the games industry could just get past the "we've got to ship
for Christmas or we're dead" attitude, conditions would improve considerably.
"At
Forterra, I'm active in the Process Workgroup where we're constantly striving
to make engineering process sane, predictable, and useful," he says. "We're
shipping a platform with periodic releases that we expect to maintain and
improve for years to come, so the ‘hack it and ship the pig' attitude just
doesn't work for us."
Would
Straitiff ever go back?
"Well,
interesting opportunities are always a draw, especially since the memories of
the bad times tend to fade over time," he says. "But I wouldn't budge unless I
found a company that has all its ducks in a row and could convince me of that.
Besides, working on cutting-edge game technology here is fun; distributed
simulation is complicated and working with that type of platform is an
interesting challenge."
"The
biggest missing piece is seeing your game on the shelf at the local game
store," he admits. "That never goes away."
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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.
Sadly of 12 programmes ,10 resigned (myself include) in less than a year.
Great article
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.
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.
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.
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!)
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.