I'm curious what it really is like working in the industry at a small/large company. I'm sure it varies, but is it generally 40hours a week? Is there a standard? Does it drastically vary company to company? Thank you.
I'm considering not pursing a career in the game industry if every week is 60+ hours. Even though it's something I love, I also want to have free time outside of work each week.
Replies
I think it's a standard ?
Have yet to have a 60 hour week that I did not voluntarily do.
I'm probably in a very lucky situation right now, everywhere else reputedely seems to operate on crazy hours.
Typically 35-50 for me. Big deadline close? 60-70+. Mid-size AAA.
nearing deadlines up to 50
all overtime goes into a time account
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- 9:30am - 6:30pm
- Crunch is scheduled but typically doesn't happen
- Additional leaves are given instead of overtime pay
Mobile game developer in Singapore (800 employees globally / roughly 50 devs in our studio / 20 on my team)Pretty sane, I'd say.
And yes, I think it varies with company, but also with position and sometimes seniority. I know people who's careers seem to be full of working for "crunch time" companies. I've been lucky (or good at getting things done?) - I never did much mandatory overtime.
Working as tech artist in outsourcing in China, managing 3 teams of TAs. 1000+ people in 4 studios.
I'm the opposite. I feel bad if I "bug out early". If you're not an example then you don't deserve to be on top. On the other hand, I'm often tired when I head home, and I bet so are the artists. At least a technical person or programmer will deterioriate quickly if they don't have enough time to regenerate. As artist you last a bit longer, at least I could sometimes zone out in Zbrush (back when I did art). In any case the speed suffered too. I just think relaxed and well rested makes for fewer errors, better quality, happier employees and consistent output. Overtime guarantees the exact opposite, at least in what my team does. I just have to look at myself for proof. Whoever thinks that putting in more hours at the last moment (aka crunch) can save a late tech product is an idiot (or failed to read up on some project management classics). It just rarely works and if the product is on time it may still be a mess (which then pisses off your customers, who'd rather have a late bug free product than an early mess). Your time may be better invested in renegotiating than burning out and alienating your most important asset: your employees.
For me it's okay if I stay longest - I'm home in 5 minutes. The guys I work with have 1 hour commutes. But no worries, 40 hours are the regular work time where I work. In some weeks I clock 40, in some a bit more. I stay if I'm needed. Which means there's a problem with delivering assets or when we work with clients in another timezone and I need to pull my weight. Otherwise I remind people to go home - aka "if you stay, you do so voluntarily and I can't be blamed for you being at work longer than necessary". That's very clear in my team and there's no unhealthy "who stays longest" competition. I encourage people to report back if their workload is too high. The sooner I know, the better. It helps me to revise my planning and to anticipate problems before they happen. As side effect, it also ensures nobody has crazy work hours.
I try to make sure my time while working is hyper-focused and efficient and limit the chattiness, but in a team environment, proper amounts of downtime is good for morale.
I will do personal crunch from time to time, mostly just when it is needed or I really want to implement something new. I am also active at working at home when family time ends, so that can be considered work time.
Mandatory crunch is a failure of the company you work at.
Personal crunch can show dedication and passion.
My last studio had 7 people. We worked a minimum of 66 hour weeks during an 8 month long crunch. Prior to crunch we worked standard 10 hour days (50h weeks).
Needless to say the smaller studio lacked a dedicated producer so maintaining and adapting work projections was pretty much non-existent.
When I do short focused bursts of work I definitely get more done. But as Dzibarik said, it takes more discipline to commit to that.
And if you try to do that at a studio they'll just give you more work!