40-45 hrs a week. I might come in on the weekend for 4-6 hrs during crunch, but that's it man. Luckily the art teams I've been in have been well managed, so we didn't really experience any crunches.
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?…
Another take on this; I've got a couple of friends who work in the industry, one at a AAA studio, and one at an indie studio (well-known, but only made up of a very small team, and only one 'big' game to their name). The one at the AAA studio seems to be in constant fear of losing his job, people are being cut all around…
hahaha some people just go nuts over "free stutt" as compensation. Perfect example. Ghandi in clone high asks a question to the extreme blue on the ingredients of the drink and the media says, "Excellent quesiton! here, have a tshirt." and ghandi replies. "AWESOME! That totally answered my question!" Anyways, if that is…
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…