Jamie Cheng speaking at GDC 2013: “I find it disingenuous when game developers claim that the reason they work a [...more...]
“Overtime” apologist (because Crunch would sound too negative)
“Overtime in games.. different viewpoints” (after the title, he never calls it Overtime (because it isn’t: Overtime is generally *paid*, [...more...]
Starcraft developer makes stupid mistake while Crunching
Patrick Wyatt (developer on Diablo, Warcraft, Starcraft, Guild Wars, etc) explains how easy it is to make stupid, wasteful mistakes [...more...]
Here’s another take on Crunch – this time from a pure creative industry (advertising/marketing): An overdue lesson in perspective “I [...more...]
Peter Molyneux’s staff work 36 hours non-stop. Idiots.
It seems that even decades of game development don’t teach the basics of software management. When Peter Molyneux’s team ignored [...more...]
It’s cheaper to cancel a launch … than to crunch to meet it
“we gotta meet the deadline, or the company will lose lots of $$$” is one of the most powerful emotional [...more...]
Update: IGDA QoL Twitter account
Revisting IGDA’s Twitter account on Quality of Life (including crunch), it seems to have gone the way of the Dodo: [...more...]
Valve’s Employee Handbook wavers on Crunch
From Valve, the makers of … well, rather a lot of acclaimed, massively profitable, hit games (Half Life, Portal, Left [...more...]
Games journalists don’t want to work in games – because of crunch
“Ben Kuchera has thought about at length. “I’ve been told that people who write about the business all want to [...more...]
In praise of the 40-hour work week (via salon.com)
A great – detailed – article looking at the 100-year-history of the working week, and trying to understand why and [...more...]