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Crunch/Overtime

What do your studios do for crunch/overtime? Do you normally death march? Do you have 'scheduled crunch' where you schedule for a week every few a year or so out? When you crunch, are you required to stay or can you go when you finish your stuff or don't have something to do?

What were the results of the project? If you did scheduled crunch, did it eliminate or do you think it helped stop death march?

I don't have the experience with many projects and I'm curious what others experiences are.

Please don't tell me you like crunch (I don't care) or defend it (that is not the place for that). I'm looking for some qualitative statistics on studio time management.

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  • Tumerboy
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    Tumerboy polycounter lvl 17
    Our crunch is rare. We work as long as we can handle for any given day, try to get as much done as we can. We've done an overnight or two, but that's rare. Dinner is provided during crunch.
  • Rob Galanakis
    Also, how many project cycles have you been through? Where are you in the project cycle? It is easy to say how a studio doesn't do crunch if you haven't been through the last six months before ship.
  • Tulkamir
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    Tulkamir polycounter lvl 18
    Depends, our last project we crunched almost constantly, except directly after a milestone. When we crunched generally you stayed until you were done what you needed to do. So basically, we did the death march.

    But that was specific to that project, and was expected. It was my first project with this company, but apparently was unusual. On our current projects the plan is a bit more for scheduled crunch I believe. We'll see how it works out. :)

    And yea, dinner is provided for us as well if it matters.
  • Kovac
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    Kovac polycounter lvl 18
    What do your studios do for crunch/overtime? Do you normally death march? Do you have 'scheduled crunch' where you schedule for a week every few a year or so out? When you crunch, are you required to stay or can you go when you finish your stuff or don't have something to do?

    We've certainly had our share of death marches, but we've gotten far better at predicting them and working a few later nights a week or two ahead of time (9-8's). We're not required to stay cause others are crunching, but I always promote it. I really don't like the mentality of 'well, my shit's done, I'm outta here!' Especially since it's inevitable that others have more or less work put on their shoulders. Another reason why bug lists drive me crazy... in a smaller studio where everyone is capable of similar qualities in enviro, character, ui work, etc., people should treat it as an art team's bug list and a code team's bug list, not an individuals.

    What were the results of the project? If you did scheduled crunch, did it eliminate or do you think it helped stop death march?

    Of course the additional work has kept us from staying ridiculous hours in the end... but it's also more subjective of material as the final vision of a milestone's requirements don't really come to fruition until the week of the build it often seems. We all know how much shit can come up last minute regardless of solid planning, though.

    I don't have the experience with many projects and I'm curious what others experiences are.

    Please don't tell me you like crunch (I don't care) or defend it (that is not the place for that). I'm looking for some qualitative statistics on studio time management.

    Also, how many project cycles have you been through? Where are you in the project cycle? It is easy to say how a studio doesn't do crunch if you haven't been through the last six months before ship.

    I've been through 3 projects final crunches (as well as pinch hitting a few others), and it's usually uncommon for too many artists to be on it till the end... being a TA though, you're screwed ;). I think since our studio was so young in both experience and foundation we had a lot of hurdles to jump, but it's been getting easier and more efficient every project as hoped.
  • Emil Mujanovic
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    Emil Mujanovic polycounter lvl 18
    This is my third project and crunching at my studio has never been compulsory or enforced. Some of the artists will either come in a little earlier or do a few extra hours a night/week depending on how high their workload is. If there is ever any crunch or overtime, its generally a week or two before a milestone/deadline.
    Generally we try and schedule in time for error to avoid crunch, but it doesn't always work because certain work is underestimated or there are late changes due to design/publishers/time restrictions/tech/etc.
    Like the others have mentioned, dinner is also provided for the team during crunch.

    -caseyjones
  • Murdoc
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    Murdoc polycounter lvl 11
    I think I did more overtime in my first month here then I did in three years at another company.

    I then came to realize this company just redefined the definition of overtime and that was just how they worked, lol. Who needs weekends anyway.... blah :P
  • Justin Meisse
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    Justin Meisse polycounter lvl 19
    Crunch wasn't scheduled and there was no requirement to stay a certain amount of time but things were due at a certain time. Overtime restrictions were removed during the crunch.
  • NyneDown
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    NyneDown polycounter lvl 11
    I'm still waiting for the opportunity to get crunched...haha. Nice thread though, it's cool to get a little insight of how things operate.
  • Farfarer
    At the last place I was at, it differed depending on the producer we had (was only there 1 proper dev cycle and we swapped producers mid-way through, 10 people in total, I was an artist and unofficial lead & tech artist). We're not talking AAA standard months on end of crunch, here :P

    Under one producer we'd usually end up with 3-4 days straight crunch just before build day (the last workday of each month). It wasn't uncommon to be there 'til 1-4am each day for a few days in a row.

    Under the other producer, we'd be seeing maybe an hour a week extra working a bit late and then maybe 2 hours extra on the day before build day. If the shit hit the fan then it could be 9-10pm day before build (by ~10pm it'd basically get written off and we'd come back afresh and sort it out the next).

    I wouldn't go so far as to call any extra hours we did scheduled crunch. Ultimately, just having a good producer who had a finger on the pulse and knew what to focus effort on was what helped things run smooth.
  • Talbot
    NyneDown wrote: »
    I'm still waiting for the opportunity to get crunched...haha. Nice thread though, it's cool to get a little insight of how things operate.

    Same... sounds like the first time it would be new and exciting but after that it would be pretty stressful... haha
  • Joshua Stubbles
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    Joshua Stubbles polycounter lvl 19
    If the studio knows what they're doing and have planned things correctly, there really shouldn't be any crunch time. Our crunch time has been -extremely- minimal over the past 9 months. Maybe towards the end of a sprint I'd have to put in an extra hour here/there, if that.
  • SouL
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    SouL polycounter lvl 18
    I'd say in most cases, it's you having to stay late to get work done in a short amount of time. Having to stay late and show face should be the a sign of trouble.

    Crunch is a normal part of any scheduled project. Despite what an amazing schedule may suggest... no one is a machine and something is bound to go wrong. Even something harmless as taking vacation or being sick for an extended period can have an affect down the road on the productions schedule. It all adds up.

    You always have to account for pipeline changes, unexpected slow downs in production (pre and post holiday times, vac/sic, etc), and most of all problem solving. Nothing will be done correctly the first time, through. There will always be iteration and re-work down the road.

    The normal course of action to counter crunch time is cut features from the project. This happens everywhere. It's impossible to keep ALL the initial features in any project and still ship anywhere near the intended ship date. But having said that... you can only cut so much. You still have to provide a worthwhile product to your consumer. Answer? Crunch.

    You can't ship 1/4th of a game just because you want to avoid having your team spend late nights.

    My advice is to pick your poison. Either come in super early or stay late. Your choice. Both have their advantages.
    Staying late is usually the option most people take. You get fed and get a lot of work done. The down side is that you come home late and don't have time for hobbies outside of work.
    Coming in super early allows you get a get a lot of work done, too. You hit a good stride well before lunch and work through the afternoon. The nice thing is you get to go home at a decent hour and have time for things outside of work. Down side is you have to get your ass out of bed earlier than usual.

    So yeah. There you go. For those that are saying they haven't been crunching lately... it's likely because they're in the early phases of the project. Or management believes in miracles. :)
  • JO420
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    JO420 polycounter lvl 18
    NyneDown wrote: »
    I'm still waiting for the opportunity to get crunched...haha. Nice thread though, it's cool to get a little insight of how things operate.

    You dont know what you are talking about,you shouldnt look foward to that. Crunch is a result of either bad management who does not compensate and change a scheduele to accomadate for changes in the project or an artist who doesnt work efficiently. Crunch is bad,it grinds people down and burns them out as well as cause mistakes when fatigue sets in.

    One thing that pisses me off is artists who think that working insane amount of hours is a badge of honor and people who actually work efficiently or have lives outside of work feel pressured to stay and work extra because of artists like this. Avoid crunch its bad.

    At my current job the managers are on top of their game,they plan a schedule and it does not mean it is concrete,they adjust on a daily basis to take all factors and delays into accomadation.

    Im working with a team of 3 other environment artists building about 7 full 3d next gen levels and in less than a year i have worked 6 total overtime hours.
  • Heathmeister
    Its kinda funny this thread is up... my studio is in crunch right now to get this small project done for a movie guide award thing.

    We usually stay late and hook a computer up to our theatre speakers and play music and sometimes we bring in beer and what not.

    Its funny tho cause Monday night we stayed at the studio for 20 some odd hours and we remembered that at 6am was the free Dennys breakfast... So when we had stuff rendering out we went to Dennys at 6am :P

    So yea my studio crunch time after the boss leaves is fun...
  • Jesse Moody
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    Jesse Moody polycounter lvl 18
    Wait a second. Just fucking wait. You guys get to go home?
  • Mark Dygert
    The crunch time we have here is totally optional and its possible to go an entire cycle without having to crunch. When it does happen its normally a few extra hours, maybe some work taken home on the weekend. Things have always been scheduled well and we have enough games under our belt to have a pretty solid formula.

    We're just wrapping up a project and we've hit a bit of a crunch period.We remodeled our office just before and after the holiday break, then it snowed like crazy shutting us down for another week. Even with all that unexpected down time we've managed to stay on track by working 2 weekends at home and putting in a few hours during the week. Its the worst crunch we've ever had, and its not likely to happen again, and it hasn't been that bad at all.
  • MagicSugar
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    MagicSugar polycounter lvl 10
    What do your studios do for crunch/overtime? Do you normally death march? Do you have 'scheduled crunch' where you schedule for a week every few a year or so out? When you crunch, are you required to stay or can you go when you finish your stuff or don't have something to do?

    What were the results of the project? If you did scheduled crunch, did it eliminate or do you think it helped stop death march?

    Not at my current lean 'n mean studio but when I worked for a 200+ staffed studio, there's usually a scheduled crunch prior to a conference (gdc, tgs, e3). Or whenever producer deems it necessary ('cuz Microsoft guys are coming to town, for example).

    Who's affected by the crunch call varies between departments. But you can expect long hours between beta and release candidate.

    Either your lead will tell to stay longer or you'll get a company wide email. But it really varies on the situation whether you need to stay longer or not. If it's just bug testing you can just borrow a dev kit and do it at home (for a weekend or holidays) or portion part of your work day doing this. If bugs involved your department then yeah, put in the hours necessary to take care of them.
  • Ruz
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    Ruz polycount lvl 666
    I stlll think that you guys should get paid overtime. If that was the case I be there would be

    a sharp reduction in the amount of crunch:)

    working without pay seems to be a modern phenomenon which is a total disgrace IMHO.

    Its essentially working for free and I don't count lunch or a bit of old pizza as payment

    When I was working full time I often took work home or stayed back an hour just so I could

    polish my work a little, but officially we never had any crunch on the two games I helped ship.


    we did work bloody hard during the day though ie head down all day with no messing around

    Some companies offer bonuses as payment at the end , but only if the game does well and

    then they are discretionary.

    I don't mind occasionally doing a bit extra if needed, but to regularly make people work long

    overtime or weekends without pay over a periods months is something that belongs in the

    victorian era
  • Geezus
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    Geezus mod
    Every three months or so, we'll do a Tuesday/Thursday crunch week. Which means we put in 12 hours on those days. Dinner/breakfast is typically provided. A fraction of the overtime worked is put towards our vacation time. Those crunch periods are usually deemed "preventative crunch", since those extra hours would prevent any sort of serious crunch. Just recently we were scheduled for a month straight, no days off, no weekends, no holidays. Luckily, we only worked 20 of those days.

    I have no issue with crunch since we are well compensated throughout the year, and the work environment is wonderful. The extra time spent is taxing, obviously...but the overall good outweighs the occasional crunch.

    The only problem I see with making your team work consistent days is with burning them out. It becomes increasingly difficult to focus and produce solid art after day 16. It can sometimes be counter-productive.

    edit: Totally not optional. if you're scheduled to crunch...you crunch. :) Obviously they're not going to make someone cancel a vacation planned months in advance.
  • Farfarer
    Ruz wrote: »
    I stlll think that you guys should get paid overtime. If that was the case I be there would be a sharp reduction in the amount of crunch:)
    Haha, yeah. Our boss used to complain about the cost of buying us dinner. All we'd have to say was "Well, pay us overtime then, we won't ask for food." and the argument would end there :P
  • Jason Young
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    Jason Young polycounter lvl 14
    The only time we crunched at my last job(small animation studio, not games), was when plans got changed at the last minute.

    Happy employees do better work, and I don't know anyone that would be happy to work a ton of hours with no compensation whatsoever, whether it's extra vacation time, higher salary, bonuses, a star on the board, etc. Hell, even genuine thanks for a job well done is something.
  • Rob Galanakis
    SouL wrote: »
    Crunch is a normal part of any scheduled project.
    Thanks but I clearly stated please do not bother defending crunch. It is right in the first post- please read it again. I thank you for your response- with such insightful views I am sure you could be a project manager at any studio of your choice. But then again, it is probably better for a company to keep you to defend the management to other employees directly who have a less 'enlightened' view of the 'reality' of time scheduling. Obviously the single quotes are there to indicate you have no goddamn idea what you are talking about.
    JMYoung wrote:
    Hell, even genuine thanks for a job well done is something.
    No, it isn't. Perhaps we can thank management when we crunch and they can give us the money they save from us working for free, instead? Let's not cut ourselves short.


    Thanks for your answers. I also want to ask- what sort of compensation do you guys get? Thanks for those who have answered this already. Comp time, overtime (or regular hourly) pay, do you get royalties/profit sharing on your title, etc? Please don't include bonuses (they are irrelevant to crunch) or food (you are a fool if you think food is compensation for any significant crunch).
  • MagicSugar
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    MagicSugar polycounter lvl 10
    Thanks for your answers. I also want to ask- what sort of compensation do you guys get? Thanks for those who have answered this already. Comp time, overtime (or regular hourly) pay, do you get royalties/profit sharing on your title, etc? Please don't include bonuses (they are irrelevant to crunch) or food (you are a fool if you think food is compensation for any significant crunch).

    Actually food's not a bad exchange for more time at work for young, single dudes...who can't cook, no girlfriends (free porn!)...or paid high enough (yet) to eat out all the time (not counting McDs).

    Overtime pay or immediate compensation for crunch? If you're paid peanuts like a warehouse worker... Damn! Demand time and half. If you're annual is in the hi tens of thousands, could be tougher to ask unless you've got an agreement beforehand.

    [Rhetorically asking] Are you exploited? Depends on your studio and what your deal is. You figure out what's the balance between what your giving the company and what it giving you (prestige status, decent pay, 3 weeks vacation, free tickets to out of state conferences, educational benefits, experience?).
  • Rob Galanakis
    MagicSugar wrote: »
    [Rhetorically asking] Are you exploited? Depends on your studio and what your deal is. You figure out what's the balance between what your giving the company and what it giving you (prestige status, decent pay, 3 weeks vacation, free tickets to out of state conferences, educational benefits, experience?).

    [Rhetorically asking] Would you demand of your company a 50% bonus for nothing extra?

    Why, then, should your company demand of you 50% more work for nothing extra?
  • MagicSugar
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    MagicSugar polycounter lvl 10
    Why, then, should your company demand of you 50% more work for nothing extra?
    Because there's downtime. And long lunches Fridays. And $10 bucks for all EA games ordered in house.
  • Rob Galanakis
    MagicSugar wrote: »
    Because there's downtime. And long lunches Fridays. And $10 bucks for all EA games ordered in house.

    Those things are there whether you are working 50% more or not. They are not payment for overtime, they are perks attracting to you a job. 60 hour workweeks are not written into a contract or discussed when someone is hired. The fact we get those things is entirely irrelevant to the question. Being treated like a human being doesn't mean you need to work like an animal.

    Anyway, this is not the place for the discussion- my question was rhetorical, after all.
  • MagicSugar
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    MagicSugar polycounter lvl 10
    Being treated like a human being doesn't mean you need to work like an animal.

    You don't have to if you know how to play or prep for crunch time.

    But that's for another time and thread.

    Try not to burn out man. :thumbup:
  • Joseph Silverman
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    Joseph Silverman polycounter lvl 17
    People work for a variety of different reasons. This is acceptable to some, and unacceptable to others -- why belittle people who think it's worth it? That'd be like someone saying you're a fool to waste your life as a tech artist when you could be doing a 'real job', it's your prerogative to work how and where you want.
  • Rob Galanakis
    This is not about what individuals choose to do with their time- this is about what management schedules and mandates teams to do. Anyway, please try to keep this thread clean for experiences/statistics- soon enough I want to have a thread for discussion but I'd rather hear just what people's experiences are for now, not their advice or opinions.

    If you are going to argue just don't respond here. And yes this is a double standard, I didn't argue with people who agree with me on crunch even though they are stating an opinion like you are- I don't care, this just isn't the thread for it. Thanks.


    So let me post again since the thread got derailed:

    Thanks for your answers. I also want to ask- what sort of compensation do you guys get? Thanks for those who have answered this already. Comp time, overtime (or regular hourly) pay, do you get royalties/profit sharing on your title, etc? Please don't include bonuses (they are irrelevant to crunch) or food (you are a fool if you think food is compensation for any significant crunch).
  • Cojax
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    Cojax polycounter lvl 10
    For me overtime is fine. I enjoy what I do, so putting in 4-6 more hours every other day isn't so bad. You get feed, and payed well to do what you love. Crunch time can be taken a little to far at times, but for the most part it's really not that bad, from my prospective.
  • Joshua Stubbles
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    Joshua Stubbles polycounter lvl 19
    Well, sometimes it can break you. When I was working on Daredevil back at 5000ft, towards the end we were putting in 16-18hr days, 6-7 days a week, for weeks on end. That shit got old real fast. No amount of love will make you accept that. Sleep deprivation and catered buffets of shit fatty food will break you down. Hah.
    These days I'm extremely jaded and much less enthusiastic about my work. But I still love it, and wouldn't want to do anything else.
  • SouL
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    SouL polycounter lvl 18
    Not defending an opinion. I'm stating a fact. Don't be such a douche. It'd help if you were a little less sarcastic and a little more open to what others have to say. Be it a specific reply to this thread or just a general comment to the subject matter. Either way, there's information there. It may not be specifically useful to you. But it is to whoever else may open the thread and read.
  • JO420
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    JO420 polycounter lvl 18
    My overtime hours get converted to lieu time,aka for all the overtime i work i get it back in the form of paid time off.
  • Justin Meisse
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    Justin Meisse polycounter lvl 19
    I'm hourly so I get overtime pay, I also accrue PTO time but I haven't checked to see how it accrues for overtime - [lulz] but I'm American and we only take vacation time when someone says "YOU HAVE TOO MUCH VACATION TIME ACCRUED, TAKE A WEEK OFF!" [/lulz]
  • Rob Galanakis
    Cojax wrote: »
    For me overtime is fine. I enjoy what I do, so putting in 4-6 more hours every other day isn't so bad. You get feed, and payed well to do what you love. Crunch time can be taken a little to far at times, but for the most part it's really not that bad, from my prospective.

    Again- I'm not asking for perspective. I'm asking for your actual experience with crunch. How long, how much, do you feel it helped ship a faster or better game, how were you compensated, etc.
    Not defending an opinion. I'm stating a fact.
    No, you weren't:
    Crunch is a normal part of any scheduled project.
    That is an opinion, not a fact, and the rest of your post defended that opinion and offered advice on how to handle crunch, neither of which was asked for.

    If you are going to respond with what I initially asked- your quantitative or qualitative experience of crunch- please feel free to respond. Otherwise, save your answers. Thanks for understanding.
  • danr
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    danr interpolator
    Please don't include bonuses (they are irrelevant to crunch)

    i don't know why you'd assume that - our bonuses are largely performance based, rather than a set percentage of salary or time served or whatever. So if you're not performing, expect less. Crunch is one of those times where performance is laid bare - if you're not pulling your weight during crunch, it's going to be more plainly obvious to both those who figure out your level of bonus and all your co-workers.

    Regarding scheduled crunch - we've done this a couple of times. Well, not "crunch" exactly, but a change to the core hours - two or three hours at the end of the day, or split between the start and end of the day, with communication so everyone knows when to expect everyone else in the office.

    Did it help to avoid proper last minute crunch? I'm undecided. On each project that we did it, the core-hour change was instigated when the major milestones/deadlines were still a grey area - it could have been that we had to deliver soon, or we deliver significantly later (for various reasons, mostly market forces). Each time, the project extended and we ended up delivering later, so it's tricky to say what the extra hours achieved
  • Rob Galanakis
    danr wrote: »
    i don't know why you'd assume that - our bonuses are largely performance based, rather than a set percentage of salary or time served or whatever. So if you're not performing, expect less.

    You're right, it was a loaded thing to say contract/performance bonuses aren't relevant to crunch- they shouldn't be but I should have left the option open that some studios believe they are. Thanks for calling that out, as the information is definitely worthwhile.
  • thomasp
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    thomasp hero character
    danr wrote: »
    if you're not pulling your weight during crunch, it's going to be more plainly obvious to both those who figure out your level of bonus

    sounds good assuming that this weight-pulling isn't just linked to 'time spent sitting on office chair' but much rather 'results'! my overall experience with project managers suggests they'd be leaning towards the former as a guide tho, especially in larger teams where the individual contribution might not be visible beyond the sub-team lead-level.

    i've not really crunched at my current place in the last two projects. we do crunch from time to time tho but it has not been enforced on me. i'm normally able to meet my schedules without that.

    to the OP: please don't be such a thread-nazi! forum-topics have the tendency to go sideways. if you want to keep people exactly on your track, answering exclusively your question, why not open up a poll instead?
  • Justin Meisse
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    Justin Meisse polycounter lvl 19
    thomasp wrote: »
    to the OP: please don't be such a thread-nazi! forum-topics have the tendency to go sideways. if you want to keep people exactly on your track, answering exclusively your question, why not open up a poll instead?

    sometimes you have to exercise self restraint
  • danr
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    danr interpolator
    thomasp wrote: »
    my overall experience with project managers suggests they'd be leaning towards the former as a guide tho, especially in larger teams where the individual contribution might not be visible beyond the sub-team lead-level.

    yeah, that's a worry. In my circumstance though, i'm refferring to myself and the AD, and i like to think we're well on top of it. But still, just occupying a chair during crunch or milestone hours is better than repeatedly fucking off, since it displays some degree of solidarity (i can't place work at this time that isn't intrinsically linked to everyone else's work)

    another thing about crunch, even when things are going mental : i've never known anyone to be refused the hours they *need to take away from work, even if it's to escape to the pub or for a meal out. During the ridiculous crunch for one game years ago (80-100 hour weeks in many cases ... it was when we took on a huge project best suited to a team three times the size, and *really couldn't fuck it up, you might have heard of it) i demanded to be let out into town about 2 days before a major deadline. And they happily agreed. And i most definitely "went into town". Oh yes.
  • JasonLavoie
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    JasonLavoie polycounter lvl 18
    Not to dirty up the thread, but I was just wondering what crunch time involves? Is it all clean up work? Bug squashing? When crunch time takes places, is it usually at the end of the project? Or is it for each milestone / build etc.

    This is a really informative thread.
  • sprunghunt
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    sprunghunt polycounter
    Not to dirty up the thread, but I was just wondering what crunch time involves? Is it all clean up work? Bug squashing? When crunch time takes places, is it usually at the end of the project? Or is it for each milestone / build etc.

    This is a really informative thread.

    Typically since crunch is usally at the end of a project it is bug squashing. However it can be asset creation depending on how much work there is. If your project is really under-resourced crunch can be a normal way to meet your workload. Sometimes I'll do some overtime to put in some cool stuff I thought deserved the extra work.

    Ideally crunch should never happen and one thing to keep in mind is that half of the time crunch won't get you a raise, or a bonus, or even keep you from being let go. But it can be a road to riches if you're on the right project so a bit of good judgement helps here.
  • Rob Galanakis
    thomasp wrote: »
    to the OP: please don't be such a thread-nazi! forum-topics have the tendency to go sideways. if you want to keep people exactly on your track, answering exclusively your question, why not open up a poll instead?

    Because I DO want to have a serious and worthwhile discussion about this topic. I know threads go sideways, I am always inclined to let them naturally develop. But for the sake of gathering some worthwhile data, and starting the discussion of crunch on the wrong foot, I'd really rather keep it out of this thread as much as possible.
  • John Warner
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    John Warner polycounter lvl 18
    depends where i've worked.

    Relic was very organized and i knew what i had to do before i did it. i can manage my time VERY well, and although we had periods of crunch time, i was almost never behind schedule. if i have a deadline and a target, i can generally hit it... unless the deadline is fucking retarded.

    at Relic the crunch time was well managed. the asked people to stay late a few nights a week, and sometimes they asked you to come in a day on the weekend. if things went to shit, they'd ask you to work through the weekend, and usually give you some time off after the big deadline. things felt quite reasonable.

    i'm working at a small company now and our schedule is MUCH MORE POORLY managed. we are moving into production without any preproduction. the timeline is so fucking short we dont have time to figgure out what we're doing before we do it. this, to me, is very stupid. crunch time here pops up out of nowhere, in no time, and goes away just as fast.

    quite frankly, for me, it's all about knowing how much time i have to do what in. at the place i'm working at now, i dont know exactly what I'm doing.. so managing my time is difficult. a lot of crunch is unnecessary... and unnecessary crunch is fucking bullshit.

    and as far as the bickering that's going on, I'm with rob. i dont really have much patience for people that tell me why something shitty has to happen either. people have really simplistic views of reality and they shove them at you as if it's all concrete truth. so far in my experience, crunch time is the result of band management or employees with bad time management strategies. if we take the belief that crunch time is unavoidable, we'll never find reasons why it's not.
  • MagicSugar
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    MagicSugar polycounter lvl 10
    if we take the belief that crunch time is unavoidable, we'll never find reasons why it's not.

    That's going to be a losing battle if we're talking about triple A game dev with millions of bucks on the line and an untested code or an inexperienced team with a new engine. Simplistic view? It comes with the territory. Unlikely you'll hit your sweet spot shipping deadline if your studio's commited to normal 40 hr work weeks...and you're supposedly making the next WoW game.

    But compare that experience of making a brand new game with making an expansion pack. Lighter work loads and faster turnaround, right?

    All the Guitar Hero devs at the minimum, in my opinion, need to just to make new skins/head models, and upload new tracks. But shit man, I'm sure they crunched hard to make GH 1 a hit.
  • pior
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    pior grand marshal polycounter
    Rob ... maybe the 'I like crunch' vs 'I don't like crunch' vs 'I don't mind crunch because pizza is provided' opinions (this is a very simplistic split but you see what I mean) can also be a very valuable data in your study huh?

    Also if you want 'cold' data I would suggest you provide a simple example bullet point list showing what you want to gather. If you put this in prose the replies will obviously contain opinions.

    My opinion (hehe!) is to believe it is stupid to write down an 'D-day' time for release or major builds. Why not using some sort of adjustable scale, pushed little by little every week or so? Dunno. I find crunch stupid.
  • demoncage
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    demoncage polycounter lvl 18
    Sorry to chime in w/ a side question but do staff concept artists have more regular/stable hours compared to production artists?
  • sprunghunt
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    sprunghunt polycounter
    MagicSugar wrote: »
    That's going to be a losing battle if we're talking about triple A game dev with millions of bucks on the line and an untested code or an inexperienced team with a new engine. Simplistic view? It comes with the territory. Unlikely you'll hit your sweet spot shipping deadline if your studio's commited to normal 40 hr work weeks...and you're supposedly making the next WoW game.

    But compare that experience of making a brand new game with making an expansion pack. Lighter work loads and faster turnaround, right?

    All the Guitar Hero devs at the minimum, in my opinion, need to just to make new skins/head models, and upload new tracks. But shit man, I'm sure they crunched hard to make GH 1 a hit.

    The workloads should be the same for a expansion pack or a hit game. If the workloads are lighter for an expansion pack then you should just shorten the schedule.

    Lots of time isn't the same thing as hard work. The difference between an amazing model and a good model isn't usually extra time. Good decisions only take seconds to make. The hard part is having people who can make those decisions. Extra time can help. But not as much as people assume.
  • aesir
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    aesir polycounter lvl 18
    MagicSugar wrote: »
    That's going to be a losing battle if we're talking about triple A game dev with millions of bucks on the line and an untested code or an inexperienced team with a new engine. Simplistic view? It comes with the territory. Unlikely you'll hit your sweet spot shipping deadline if your studio's commited to normal 40 hr work weeks...and you're supposedly making the next WoW game.


    It doesn't have to always be a losing battle. The way productions are handled just needs to be tweaked a bit.

    People crunch because there are deadlines that need to be met, and people run into unexpected problems that put them behind on schedule (or the deadline scheduled was unrealistic).

    The deadlines are set by the people with the money who want to make sure that their money is being well spent. aka publishers.

    In most cases, milestones are decided in the beginning of the production. Have a playable demo by this date. etc. However, studios can't be expected to be able to plan out every single aspect of the creation of a game. It's impossible to plan everything out to a T and still have a smooth production that never deviates from the schedule. There has to be room to add a new feature. Or throw out a shitty idea you implemented.

    The solution is for the publisher and the devs to work together with a more close relationship/loose milestone schedule. Get together every month, or every three months with the publishers and show them where you are, what you're doing, and what you plan to have done by the next meeting. Make agreements during that meeting what you need to have done by the next one. Plan the future based on where you are, not where you planned to be 2 years ago when you started. Publishers gain a greater insight into exactly how well the production is going, and whether it is worth continuing to fund, and the developers are able to create and follow their own realistic schedules.
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