Ask your employer if they would be willing to double your pay for double the work load. The entertainment industry standard for production positions is 50 hour work weeks. Crunch time happens in the final weeks of production naturally and is geared toward loose ends being tied up and tuning, so crunch time is actually 'fun and challenging' not blood, sweat, and tears. If the employer has not ramped up production staff accordingly, they may not have faith in their product and are willing to lower quality expectations to get the product (game) completed and into manufacturing. Again my reference to the entertainment production industry, following production the crunch team would be given a kick as paid vacation (Hawaii rings a bell). Jeanie Novak covers the issue of "Crunch Time" in her book, Game Development Essentials - companies in constant crunch is synonymous to under staffed. Under staffed usually also indicates underpaid and under funded. Rules for the entertainment business are different when it comes to overtime, however, the difference here is that you are producing a software product that has royalty base included depending on your employment status. In many cases, if you are an hourly worker with royalties, you get paid your base hours then work crunch for deadlines without additional guaranteed compensation - however incentives and royalties will generally compensate the difference. Salary employees are screwed - it's about the job and not the hours. Bonuses should be better, though. I would also say that crunch in the final week or two of production is totally acceptable - require steak and potatoes and beer every night! Anyway that's my two sense worth... Search Game Industry Overtime Issues - there are some interesting articles from 2005 forward on the subject... fTH -----Original Message----- From: gameprogrammer-bounce@xxxxxxxxxxxxx [mailto:gameprogrammer-bounce@xxxxxxxxxxxxx] On Behalf Of Alan Wolfe Sent: Thursday, March 27, 2008 9:08 AM To: gameprogrammer@xxxxxxxxxxxxx Subject: [gameprogrammer] crunch time Heya, 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. Thanks a bunch, Alan --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html