[gameprogrammer] Re: crunch time

See if you can find a copy of "The Best Of Software Writing".  There
were two essays in there that explain that what these managers are
doing is simply ludicrous.  But it clearly shows they don't give a
damn.  

Also apropo is "Peopleware" (or was it "Mythical Man Month".  Can't
remember.)


--- Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> I'm fairly new to the game industry, just hitting my one year mark
> earlier this month, but being a long time ameteur/indie game
> developer
> having been doing it for about 14 years now on my own.
> 
> Our producer just asked that we work 90 hour work weeks until
> further
> notice, and we have been working 3 months solidly at 60 hours a
> week,
> with a couple months before that of crunch like that on and off. 
> We
> of course are getting still only paid for 40 hours and are promised
> "3
> days paid vacation" at the end of this project.  This is a fairly
> reputable company w/ aprox. 60 employees and our upper management
> are
> industry vetrans of aprox. 20 years each (and some of them you
> would
> surely know about!)
> 
> I knew about the unpaid overtime going into game programming but 90
> hour work weeks seem a bit excessive.
> 
> What's been everyone else's experience, is 90 hours just par for
> the
> course sometimes or is that beyond reasonable in a modern day
> "professional game shop"?
> 
> Im curious to hear what people at different companies have
> experienced
> and what the overall climate of the industry is regarding crunch
> time.


Robbert de Groot


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