you bet, thanks for the advice about keeping it professional and civil. I'm deffiantely going to see the project through the end as it's only a couple months out and i deffinately dont want to burn any bridges. Who knows maybe this company will learn the errors of their ways and i'll stick around for a while <<crossing fingers>> On 3/27/08, Kevin Jenkins <gameprogrammer@xxxxxxxxxx> wrote: > Alan, > > If you do leave over this, be careful how you do it. Most companies > require overtime at one point or another. If you tell your boss that > is why you are quiting, don't bother using that company for a > reference. And if you say in an interview you quit for that reason, > don't expect to get a job. > > If it's an important issue to you, just ask them about overtime. The > companies you would want to work for will enthusiastically rail > against this. The ones that are ambivalent will require overtime. > > I work over 100 hours a week, but it's on my own company. Back when I > was working for others, I usually didn't do overtime, but neither did > I complain when it came up. I never had to do overtime for more than a > month anyways. > > Matthew Weigel wrote: > > Alan Wolfe wrote: > > > >> I knew about the unpaid overtime going into game programming but 90 > >> hour work weeks seem a bit excessive. > > > > Yes. > > > >> Im curious to hear what people at different companies have experienced > >> and what the overall climate of the industry is regarding crunch time. > > > > The climate has been shifting toward recognizing 40 hours a week as > > reasonable for some time, but of course it varies from company to > > company how in tune with the general climate they are. The reasons for > > working fewer hours are many: some reasons, some companies are willing > > to ignore, but that doesn't mean you as an employee should ignore them. > > > > Burn out, family strife, the urge of employees to leave and escape *that > > company* after the game has shipped... these might seem like minor > > problems to a company focused on shipping a game. "Employee turnover" > > never seems like a big problem until it is. Likewise, a reputation > > among players for making buggy or unfun games never seems like a big > > problem, until the reputation is hard to escape... > > > > However, other reasons are more immediate and should be noticed by your > > company: the enormous drop in cognitive ability from the implicit lack > > of sleep, the separate drop in productivity from not being able to > > 'backburner' a problem while away from work, and the lawsuit risk all > > mean that it's going to be a generally bad idea to work these kind of > > hours. > > --------------------- > To unsubscribe go to http://gameprogrammer.com/mailinglist.html > > > --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html