Aug 222012
 

“we gotta meet the deadline, or the company will lose lots of $$$” is one of the most powerful emotional justifications for crunch.

Brad Wardell (CEO of Stardock) gives an alternative take on that:

“We no longer take retail availability into consideration for our product cycles so that we have the flexibility of just pushing the release date back. That’s how big a deal we consider excessive hours to be. It costs us less to push a date back than it does to deal with the consequences of having people work long hours.”

Of course, idiots will continue to be idiots, and refuse to think before typing. Like the commenter who replied:

“if you have right motivation working long hours is not such a problem … 3 months in a row I worked … 16h everyday 6 times a week … It might be coincidence that it happened right after goal was achieved or it was long coming but my body gave up and consequences were me becoming sick with some sort of bug. ” (emphasis mine)

*facepalm*

 Posted by at 8:26 am
Mar 152012
 

A great – detailed – article looking at the 100-year-history of the working week, and trying to understand why and how it works.

Well worth reading through, but here’s some hilights:

Single easiest, fastest thing to boost profits

“it may sound weird, but it’s true: the single easiest, fastest thing your company can do to boost its output and profits — starting right now, today — is to get everybody off the 55-hour-a-week treadmill, and back onto a 40-hour footing.

Yes, this flies in the face of everything modern management thinks it knows about work. So we need to understand more. How did we get to the 40-hour week in the first place? How did we lose it? And are there compelling bottom-line business reasons that we should bring it back?”

The one exception: with serious caveats that have been forgotten

“There was one exception to this rule. Research by the Business Roundtable in the 1980s found that you could get short-term gains by going to 60- or 70-hour weeks very briefly — for example, pushing extra hard for a few weeks to meet a critical production deadline. However, there were a few serious caveats attached to this which used to be well-known, but have mostly been forgotten.”

Knowledge workers need 30 hour weeks, according to research

Everybody knew that eight hours a day was pretty much the limit for a guy swinging a hammer or a shovel; but those grey-flannel guys are just sitting at desks. We’re paying them more; shouldn’t we be able to ask more of them?

The short answer is: no. In fact, research shows that knowledge workers actually have fewer good hours in a day than manual laborers do — on average, about six hours, as opposed to eight.

Fixing the problems

Bringing back the 40-hour work-week is going to require a wholesale change of attitude on the part of both employees and employers.

For employees, the fundamental realization is that an employer who asks for more than eight hours a day or 40 hours a week is stealing something vital and precious from you.

For employers, the shift will be much harder … Two generations of managers have now come of age believing that a “good manager” is one who can keep those butts in those chairs for as many hours as possible. This assumption is implicit in how important words like “productivity” and “motivation” are defined in today’s workplaces. A manager who can get the same amount of work out of people in fewer hours isn’t rewarded for her manifest skill at bringing out the best in people. Rather, she’s assumed to be underworking her team, who could clearly do even more if she’d simply demand more hours from them.

 Posted by at 2:50 pm
Nov 132011
 

Guest Post: Andy Patrick

Recently I was asked the question, “is crunch necessary to produce a AAA game?” My response is very simple: “No, and I know this for a fact.” I know this, because I have done it, and if you’re interested I’d like to share with you what I did.

It’s a story in two parts – the first part is about a game project on which I crunched, to explain what it is for readers who don’t know; the second part is about a game project on which I did not crunch. This second part is much more important because it’s what allows me to answer the question with such certainty. If you know what crunch is already, you can skip right to it.

Before we get into the story though, some disclaimers, in a rapid-fire-machinegun-bullet-point-style:

  • Both parts to this tale are games I worked on at Rare.
  • This article is not to be read as a judgement on Rare, but on crunch.
  • If I were to write a judgement on my time at Rare, which I won’t, it would be generally favourable.
  • I joined Rare in 2002.
  • I had five really good years there and left in 2007.
  • During that time I worked with many very talented people.
  • I know next to nothing about what Rare is like now.
  • Even if I did know anything about what Rare is like now, this article is not intended as a judgement on Rare.
  • I wrote this article from memory. Details here and there may not be perfectly accurate, but I’ve done my best.

Crunch – What Happened?

Shortly after joining Rare I was moved onto the Kameo team. This game was originally slated for GameCube and had already been in development for several years; but not very long after I joined the team, Microsoft bought Rare. The decision was made to move Kameo to Xbox. Rightly or wrongly, Xbox would become known as a game for the “hard-core gamer”; it soon became obvious that on Xbox, Kameo would sink without trace. Thus the decision was made to make Kameo an Xbox 360 launch title.

In early summer 2005, it became evident that at the rate we were going, Kameo wouldn’t be ready for launch. We were told this in a team meeting, but I think we all knew it. If we missed launch, we’d miss Christmas. If we missed Christmas, we’d disappear among all the Xbox 360 games due out the next year. It was as simple as this: we were going to have to work harder. So we did.

For the next four months or so, I was in full-on crunch mode. People have crunched for longer than four months; and although I regularly worked 80 hours a week, approaching 100 hours in a week sometimes, people have worked more hours than that too. I was by no means the only one on the team to do this – far from it, I think we all crunched to a greater or lesser degree. Indeed, I never spent more than 24 hours straight in the office; I know for certain that one or two people on the Perfect Dark Zero team (also to be a launch title) did exactly that. I wasn’t special, but I was crunching – hard.

We missed a lot of deadlines in the death-march towards RTM (Release To Manufacturing) but we pulled it together, worked ever-longer hours and hit the most important deadline of all, RTM itself. Kameo released as a launch title on the Xbox 360, and so did Perfect Dark Zero. I may not be the most appropriate person to judge a game I poured so much of my life into, but I think Kameo is an awful lot of fun and it received a generally favourable response. It’s not without its flaws, but the combat is very enjoyable and some of the environments, music and sound effects are in my opinion staggeringly beautiful. I am proud of my part in creating it.

Crunch – How Did It Affect Me?

Despite my pride in the finished product, there’s a dark cloud to go along with the silver lining.

For those four months of summer, I barely saw the sun. I’d get to work before nine, and work straight through until five, eating lunch at my desk. Having worked a solid eight-hour day already, I’d give myself a break for half an hour then work another seven- or eight-hour day. It was usually past midnight by the time I left to drive home – though to be fair, if it was very much past midnight, I’d be told I didn’t need to be in for nine the next morning.

Weekends didn’t exist; Saturdays and Sundays were spent like any other day: sat at my desk, writing code and fixing bugs. And I wasn’t alone. We all crunched to a greater or lesser degree. On the days we had to produce a build to give to QA, nobody could go home until the build was complete, in case a problem was found and they needed to be there to fix it. The build process took six hours and was rarely started before 6pm.

I have never been slim, but during this time I got fat, or possibly just fatter. I didn’t have time to exercise, and was never at home to cook for myself. Rare has an extremely good restaurant, but I usually ate crisps and chocolate at my desk. In the evening, the producer bought the team pizza. I haven’t got the best relationship with food and usually ate more than my share (anything other people didn’t want). By the time the game was finished I’d gained two stone and none of my clothes fit properly any more.

Crunch made me stressed. I’m usually quite a laid back guy, but at one point, one of the other coders asked me to help them out with something while I was eating a bag of crisps during my evening break. I shouted at him, and it’s something I’m not proud of. I told him how many hours I’d already worked that week and it was only Wednesday. (I wasn’t alone in that of course). I think I may have sworn at him, and I was definitely very rude, unnecessarily so. Not the proudest moment of my life, by a long shot.

I got ill, too. I can’t prove it was a direct result of crunch (the doctor said it was “just a [non-specific] virus”, though I hadn’t been anywhere but work that might have given me a virus) but for three days I could do nothing but shiver, sweat and soak my head in a cold cloth to keep the headaches away. On the fourth day I started to believe I wasn’t going to die; but I knew they’d found a bug in my code, so still shivering a bit and sweating a bit (but with hardly any headache) I went back to work.

Finally, crunch nearly killed me. Think I’m exaggerating? I had a weekend off – if I remember right, the only weekend off I had all summer – to attend a wedding near to where my parents live. On the Friday evening, I drove the 200 miles to my parents’ house, got in the front door and fell asleep on the floor in the hallway. It is a miracle I hadn’t fallen asleep at the wheel, crashed and died (or, worse, killed someone else). Another mile’s worth of driving and I’m certain I would have.

All those of you who think crunch is OK – especially if you’re a manager, inflicting it on other people – tell me you still think it’s OK having read all that. Go on, I dare you.

So, what did I get for all this? Well, more than most on the team actually. I was lucky enough to be one of the ones that Microsoft sent over to LA for the Xbox 360 launch party, which was a pretty awesome experience. Apart from that, I got what everyone else got. Kameo had been a moderate success (last I heard it sold about 950K copies, though sales had slowed to zero) so we did get moderate royalties payments. I can’t tell you for sure how many hours I worked, so I can’t tell you my effective hourly rate if you assume the royalties “paid” for my overtime; I think it would have been more than minimum wage, but it would definitely have been less than simply paying me for my time.

So sixteen weeks of crunch had made me fat, stressed, ill, tired, and nearly dead, plus I had no social life to speak of. In return I was slightly more wealthy than most people my age and was the proud owner of an exclusive Xbox 360 launch team ‘05 faceplate. I took a long hard look in the mirror, and resolved never to crunch again.

No Crunch – What Happened?

The next game I worked on was Viva Piñata. (Technically, I worked on Banjo first, then Viva Piñata to completion, then Banjo again; but Banjo wasn’t released by the time I left Rare). It was released approximately one year after Kameo, and this time I recorded exactly how many hours of overtime I worked in total in that year. How many hours, you ask? Twelve.

There are a number of reasons for this success, and by no means were all of them the result of my own endeavours. Firstly, Kameo had had a long and painful gestation period; moving from GameCube to Xbox, and Xbox to 360, had basically completely invalidated the design, the schedule, most of the art assets and some of the code, each time. Piñata had gone through some similar changes, but each time it happened for Kameo it had supposedly been “six months away from release”, so it was never deemed worth doing things properly and starting again – some of the code in Kameo was six years old, and (though it may seem strange) code rots. Kameo was rotten to the core. For Piñata, the transitions had been smaller scale, with a smaller team, and they’d had (or, perhaps, had taken) the time to do things right.

For example, when Kameo had begun (before my time, but as I understand it) there had been four programmers on the team. CVS was considered an adequate source control solution for four programmers, and I guess it may have been. By the time Kameo was in crunch, there were over twenty programmers on the Kameo team, with as many again on the engine team, and let’s not begin to talk about how many artists there were. CVS was simply inadequate with the result that it broke. Daily, if not hourly, and each breakage required hours of fixing. The Piñata team, by contrast, were using Microsoft’s source control tool based on Perforce – and a suite of automated tests that mean you only checked things in if you were certain they worked, and if by some chance something still went wrong, you’d automatically be notified of the problem inside five minutes.

On Kameo, producing a build took six hours as I’ve already mentioned, and only myself and one other programmer really knew how to do it (we tried to document it, but there were so many manual steps and so much that could go wrong…). On Viva Pinata, every time you checked in a change, the build suite would automatically pick up that change and start building a new version. Thus, on Kameo, when we needed to produce a build for QA, nobody would be allowed to touch anything for six hours in case they broke it; but on Pinata, when we needed to produce a build for QA, we had one already. Automatically!

In addition the tools in use on Viva Piñata were light years ahead of what we had been using in Kameo. Everything was data-driven, meaning that designers and artists could make changes without programmer involvement, meaning that designers could design and artists could make art and programmers could write code. Sounds pretty simple, but the ability to be able to just get on with your job instead of having to wait for someone else to have time to do what you needed to do for you, made everything ten, twenty times more efficient. Again – this isn’t condemnation of the Kameo team, not by any stretch of the imagination. We didn’t have, or hadn’t taken, the time to make the tools what they needed to be; that’s just how it was. But it crippled us and was a major contribution to why we had to crunch on Kameo.

I effectively didn’t crunch on Viva Pinata; twelve hours of overtime in a year is not crunch.

No Crunch – How Did It Affect Me?

I had made up my mind not to crunch ever again, and I made sure that’s how it worked out.

Understand clearly that I did not achieve this by slacking. On Viva Pinata, I was responsible for the entirety of the audio system and tools (which went on to become the basis of the audio engine intended for use by the whole company), as well as the asset database and parts of the build process. These are big, complex systems; it’s not unusual for companies to have four or five audio programmers alone. Nor did I do a botch job. One of the milestones towards the end of the project is what Microsoft call Zero Bug Release (in theory, the first time the game has no bugs logged against it – which will change as soon as QA next get hold of it, but each milestone from then on should see them finding fewer and fewer bugs); I was the only programmer on the team of more than twenty to actually have zero bugs at the ZBR milestone. I did a very good job as a significant part of the Viva Pinata development team, and I did not crunch at all.

So how did I achieve this? Well, for a start I’d probably taken on too much on Kameo (audio system, in-game camera, save-game system, text and localisation, lip-sync and part of the build process!) but more to the point I started Kameo with zero experience; I now had several years under my belt, and had spent the downtime after the release of Kameo educating myself in programming techniques, especially making sure I learned C++ to a level that most programmers never do. (It’s a complex language, frighteningly so at times). I had become a good programmer, with valuable experience. The software I wrote for Viva Pinata was therefore much better designed and much better written, with fewer bugs and shorter development time.

In fact, the code I wrote for Viva Pinata was among the best I have ever written. What makes good code good, you ask? Well, it was correct, reliable, efficient, feature-complete, readable, maintainable, discoverable, reasonably well-documented (…considering), testable, scalable, secure, and simple in structure but able to achieve complex results. I’m not certain whether the fact I was writing good code meant I didn’t have to crunch, or whether the fact I wasn’t crunching meant I was fresh enough to write good code. In fact, of course, it’s a bit of both. You can’t write good code at the end of a sixteen hour working day. You just can’t. During the development of Viva Pinata, I was able to leave work at 5pm, and arrive at 9am the next morning knowing I could continue working productively, instead of wasting time fixing all the mistakes I’d made the night before.

I was relaxed, I lost weight, and I wrote some of the best code I’ve ever written in my career. Viva Pinata launched on time, reviewed pretty well and sold pretty well too. I got similar royalty payments to what I’d had on Kameo, but without nearly killing myself. Plus I had a social life. Some may say that Viva Pinata isn’t grey-and-brown (or “hard-core”) enough to be a AAA game; I have nothing to say in response because such a statement is self-evidently worthless. It released at the same time as Gears of War and there were a surprising number of reviews saying things like “I got review copies of Pinata and Gears at the same time, and thought I’d better play Pinata first otherwise I’d be too busy playing Gears – but I’ve not been able to stop playing Pinata since!”

In the long run, Viva Pinata may not have caught the attention of the hard-core gamers and specialist press like Gears of War did, but it was a high-budget, high-production value game with a strong IP, large marketing budget (including accompanying TV series) and went on to spawn numerous spin-offs and sequels. I’m not sure if it achieved everything Microsoft wanted of it (attracting kids and the Nintendo crowd to the Xbox 360, basically) – you’d have to ask them. But it was unquestionably a AAA game (whatever that really means!) and I did my part of it without crunch. So it is provably possible to make AAA games without crunch.

You may notice the slight get-out clause there: I didn’t crunch, but yes, some of the team did. That doesn’t invalidate the argument in the slightest. Just because they did, doesn’t prove they needed to; it only proves that they did, nothing else. And understand what I mean by “needed to”. We “needed” to crunch on Kameo, because we’d failed to prepare and left ourselves no other choice. Likewise, there may have appeared to be reasons that some of the other Viva Pinata members “needed” to crunch – and that’s not a criticism of them because, after all, I’d been there myself, the previous year. I assert that it appeared to be like that because they didn’t know there was any other option, or perhaps knew but chose not to take it for reasons of their own. By making use of the excellent tools the team were using, and the sensible scheduling; by preparing correctly and working to a plan, writing good code and not taking on too much; they could have done it without crunch. I know this, because I’ve seen both sides.

I worked on a AAA game, and I produced some of the best code of my career, I did it all to spec and on schedule, and I did it without crunch. Nobody can convince me that crunch is necessary because I have proved that it is not. I think it’s sad that so many try so hard to convince their underlings, their team-mates, their peers and colleagues, and themselves.

(this is a guest post by Andy Patrick – if you have your own experience of Crunch, please get in touch – you can post it directly here (anonymously, if necessary), or write a blog post and we’ll link to it)

 Posted by at 4:37 pm
Aug 082011
 

Highlighted conclusions:

“The average crunch work week exceeds 80 hours (13%). Overtime is often uncompensated (46.8%).”

” during [crunch], [staff] work 65 to 80 hours a week (35.2%)”

“44% of developers claim they could use more people or special skills on their projects”

“Spouses are likely to respond that “You work too much…” (61.5%); “You are always stressed out.” (43.5%); “You don’t make enough money.” (35.6%).”"

The paper is a whopping 90 pages – but it’s surprisingly readable and clearly laid-out, so it’s really a lot easier to read than you might imagine. Highly recommended:

http://www.igda.org/quality-life-white-paper-info [published: 2004]

Commentary

Great. That was more than 7 years ago. Now what?

 Posted by at 9:10 pm
Jul 282011
 

“a reduction in daily work hours from nine to eight resulted in an increase in total daily output

When Henry Ford famously adopted a 40-hour workweek in 1926, he was bitterly criticized by members of the National Association of Manufacturers. But his experiments, which he’d been conducting for at least 12 years, showed him clearly that cutting the workday from ten hours to eight hours — and the workweek from six days to five days — increased total worker output and reduced production cost. Ford spoke glowingly of the social benefits of a shorter workweek, couched firmly in terms of how increased time for consumption was good for everyone. But the core of his argument was that reduced shift length meant more output.”

http://www.igda.org/why-crunch-modes-doesnt-work-six-lessons [published: 2005]

 Posted by at 1:22 pm
Jul 242011
 

“We just want to make the best game possible; we felt if we released it this year it wouldn’t meet that goal without crunching very hard to meet our content standards, and our studio is not interested in crunching at all. We have a pretty strong policy against crunch here. Since this game is self-funded, we can afford that luxury.”

http://www.gamasutra.com/view/news/34628/5th_Cell_Delays_Hybrid_Avoids_The_Crunch.php [published: 2011]

PS: poor show from 1up.com for carrying the news, but omitting the key quotes about crunch; no link-love for them or others who made a similar mistake. Gamasutra provided the least-edited copy of the press release.

PPS: to other developers: if you’re going to make press releases, please put them on your website somewhere. That way, when the news services mis-report you, we can find out what you actually said.

 Posted by at 3:43 pm
Jul 192011
 

http://www.joelonsoftware.com/items/2007/10/26.html [published: 2007]

“Why won’t developers make schedules? Two reasons. One: it’s a pain in the butt. Two: nobody believes the schedule is realistic. Why go to all the trouble of working on a schedule if it’s not going to be right?

Evidence-Based Scheduling is pretty easy: it will take you a day or two at the beginning of every iteration to produce detailed estimates, and it’ll take a few seconds every day to record when you start working on a new task on a timesheet. The benefits, though, are huge: realistic schedules.

Realistic schedules are the key to creating good software. It forces you to do the best features first and allows you to make the right decisions about what to build. Which makes your product better, your boss happier, delights your customers, and—best of all—lets you go home at five o’clock.”

 Posted by at 11:48 am
Jul 192011
 

[Originally posted on the Black Company Studios blog, in response to Erin Hoffman's request for suggestions on a practical strategy for the IGDA to improve Quality of Life issues]

If the IGDA are looking for a tangible way they can help things, what can they really do? So here’s my suggestion:

My issue with the way the IGDA works with regards to these reports of crunch is pretty much the same every time. They don’t seem to do anything unless someone makes a formal complaint to them, and even then they seem to put the onus on the individuals at the studio to be acting on it themselves. To me, it should be the other way around. There should be a ‘report a company’ button on their website which is 100% anonymous, and really simple to find/use. Once pressed, the IGDA (or whomever) would come along to the company and ask the company if it’s true. Either:

  1. the company says it’s true, and they’re not ashamed
  2. the company says it’s true, and they’re sorry, and here’s how they’re going to address it
  3. the company says it’s false

In 3) the IGDA can then ask if it can speak to employees at random for their opinion. The company can only really refuse if they’ve got something to hide. The company won’t be allowed to know who said what, and they’ll have to ask enough people so that the employees can’t be threatened or accused of ‘ratting the company out’. The employees will either:

  1. confirm that there’s no crunch, and the original report was bogus
  2. confirm that there is crunch (and ideally give details), showing that the company is both deliberately crunching, and deliberately lying about it.

In most of those outcomes, they can publicly state the results of their investigations. It doesn’t have to be a big fanfare or singling particular developers out (at least to begin with), just quietly announcing what they discovered when they asked the question.

  • If a company is never reported on, you can take that as a good sign.
  • If a company isn’t crunching its staff, it can be held up as a good example.
  • If a company is crunching its staff and isn’t ashamed, the IGDA can publicise that fact (and discourage potential applicants).
  • If a company is crunching its staff but wishes it weren’t, that can be publicised, and the situation monitored; if they have a plan to fix it, the IGDA could go back in a year or two and see if they’ve made progress, and if so hold them up as an example to others as to how to get out of crunch mode.
  • If a company is crunching its staff but pretending they aren’t, that can be publicised as well, including the fact that their staff say something different, all of which will discourage potential applicants.

Even those at the IGDA who are convinced that the “40 hour week” is some crazed ideal that not everyone agrees with can’t really argue against that, because you can do it neutrally, without stating categorically that crunch is bad. Even if you think crunch can be a good thing, it can be highlighted in the findings. What matters is that the situation be made clear to one and all.

It only relies on the simple fact that any organisation can ask a question of another publicly. The respondent is then put on the spot, either they have to ignore the question, lie, admit it, or deny it. Failure to answer the question is damning enough in itself. An organisation which doesn’t crunch has nothing to fear, an organisation which crunches and doesn’t care (like Team Bondi) won’t mind the question being asked. The only organisations which would be disadvantaged are the ones who are crunching and trying to hide it. In which case simply asking the question is enough to bring it out into the light.

Our real problem is that the press and the IGDA and others aren’t talking about it enough. Not in general terms (‘crunch is bad’), but in specifics (‘the kind of crunch being talked about at Bondi is bad’). If no-one asks the awkward questions until after it’s been so f*(&ed up for years, then it’s only going to continue.