Missed this thread so as for paid work: In the U.S. 9:00Am to 12:00Am so I am knocking on around 90 hours a week on my freelance/contract/project works, no O.T. & doing so many different things besides 3D along side the 3D, while in the middle of 3D. If that makes sense to anyone. As for a crunch that would require not…
If people are spending 12 hours every day working, you're probably getting 4-5 hours of actual work done a day out of them. Seems like a good way to burn people out. My last job was an 8-9 hour thing. If you actually work during the day you shouldn't have to supplement more hours imo. Seems like some people stare into…
I'd really like to hear more about this as well. This thread has done a great job dispelling a lot of the myths about weekly hours, but what about things like long-term job security? Is the industry really full of a bunch of nomads moving from studio to studio every 6-12 months because of lay-offs when a game ships/fails?…
i will never work more than 40 hours a week, its total bullshit. i do contract,i work 30 hours a week TOPS. the key is just get really fast at what you do, when your working don't fuck around on the internet or watch videos just do your job. i can do a 3 week model in 1 week, overlap 3 projects at a time stagger the…
It REALLY depends on the company. All this developer talk about how you can keep your hours down if you set goals and get clear direction and leadership and so on .... well none of that really matters at a great many studios im afraid. I mean, most places I've worked, it would have been great to have clear goals and…
60 hours a week when NOT in crunch? Christ, I surely hope no one thinks this is normal or acceptable. If you're working 60 hours a week regularly; 1. Your studio's management is shit 2. You need to take a serious look at your workflows and processes, either personally or as far as your game's art pipeline is concerned 3.…