Contents
Not Everyone Feels The Crunch
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Trion Redwood City
Sr. Environment Artist
 
Trion Redwood City
Sr. Evnironment Modeler
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
Character Artist
 
Crystal Dynamics
Sr. Level Designer
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Time Fcuk [1]
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Not Everyone Feels The Crunch
by Paul Hyman
8 comments
Share RSS
 
 
July 3, 2008 Article Start Previous Page 3 of 3
 

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.

Advertisement

"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."

 
Article Start Previous Page 3 of 3
 
Comments

Henk Hopla
profile image
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
profile image
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
profile image
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
profile image
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
profile image
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
profile image
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
profile image
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
profile image
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.


none
 
Comment:
 


Submit Comment