| Hiro Antagonist ( @ 2009-04-10 12:38:00 |
| Entry tags: | ethics, gaming, rant |
Crunch time, as a video game developer = bullshit

Expanding on an interesting Slashdot article about the IGDA having internal heated arguments over 'crunch time' being a bad or good thing (the irony is that the IGDA is supposed to increase the quality of life for game developers in general, so being pro-crunch time would be doing the opposite of their stated goals), in general, the concept of 'crunch time' is a bullshit concept.
Back from my dotcom days, when I had no connection to video game development, we did 'crunch time' on a regular basis. With every single project, actually. What is came down to was "We need you to do 85 hour weeks to make up for our lack of planning."
Companies love crunch time. You can get employees to do insane amounts of overtime and not pay them for a minute of it. You can work them to death, then lay all of them off when the project is finished, and bring in a fresh batch of people too naive to catch onto what's going on. You can burn people like matches and get away with it.
Until your company collapses, anyway. Like mine did. And lots of others. But unintelligent management types who *think* they're awfully clever can keep this up for a few years, then move on to the next company, so it's no big deal to them.
Coming from someone who used to do 85 hour work weeks during 'crunch time mode', if the management can't "see a viable strategy to meet these deadlines without crunch time", you have idiots in your management, and quite possibly incompetent idiots, or even worse, malevolent idiots who think they can burn workers like a cord of firewood.
Between solid planning, and the sound business sense to not take on projects that have idiotic and unrealistic deadlines, crunch time can be entirely avoided. Don't take the line of bullshit they feed you that 'it's inevitable'. It's not.