[gameprogrammer] Re: crunch time

  • From: Matthew Weigel <unique@xxxxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Thu, 27 Mar 2008 12:13:39 -0500

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.
--
 Matthew Weigel
 hacker
 unique@xxxxxxxxxxx

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