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Charles Randall: “Crunch is avoidable; … don’t buy [the] lies”

http://www.next-gen.biz/opinion/opinion-crunch-avoidable Personal experience “I have been making games professionally for over twelve years now. By my estimate, in that time, [...more...]

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Preventing Crunch

  • It’s cheaper to cancel a launch … than to crunch to meet it
  • In praise of the 40-hour work week (via salon.com)
  • Crunch in AAA games: Kameo and Viva Pinata
  • IGDA Quality of Life team starts a Twitter Account
  • IGDA Whitepaper: Quality of Life (in the games industry)
...show all Preventing Crunch posts

Avoiding Crunch

  • Crunch is not Art; Crunch is Bad Process
  • Valve’s Employee Handbook wavers on Crunch
  • The Darkness 2: AAA game built with low crunch
  • Crunch in AAA games: Kameo and Viva Pinata
  • IGDA Whitepaper: Quality of Life (in the games industry)

Opinion

  • Kaos Studios places “a high premium” on employee QoL, unless the publisher wants more…
  • Opinion: scalable vs non-scalable pay; what’s your life worth?
  • Michael Pachter: “[if you don't like working for no pay] find another profession”
  • Opinion: Crunch is unprofessional
  • FreeStyle Games – if you explain why, then Crunch is OK
...show all Opinion pieces

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  • 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...]

  • 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...]

  • Thoughts on Crunch: Causes of Mandatory Crunch

    This post, in it’s entirety, can also be found on my blog:  Jeff On Games The post is part of [...more...]

  • Thoughts on Crunch: Types of Crunch

    This post, in it’s entirety, can also be found on my blog:  Jeff On Games Because crunch has been in [...more...]

  • Crunch in AAA games: Kameo and Viva Pinata

    Guest Post: Andy Patrick Recently I was asked the question, “is crunch necessary to produce a AAA game?” My response [...more...]

  • IGDA Quality of Life team starts a Twitter Account

    Hopefully, they will do good with this. In the first 6 weeks, they’ve managed four links about QoL, and 8 [...more...]

  • Team Bondi staff owed £830,000, unlikely to get paid

    Crunch. You know, often … it just doesn’t pay: http://www.develop-online.net/news/38822/830000-goes-unpaid-to-Team-Bondi-staff Tweet This Post

  • What causes Crunch? People vs. Economics?

    Some commentary here from Keith Fuller, responding to Jurie Horneman’s rebuttal of the “Crunch is caused by bad build systems” [...more...]

  • What is Crunch? (it’s not a build-system)

    In this month’s Develop magazine, the current CTO at Criterion wrote a slightly foolish article. He wrote a good, full [...more...]

  • Nolan Bushnell (Atari founder): all-nighters good?

    Nolan Bushnell (Atari founder): all-nighters good?

    Nolan Bushnell wrote an IMHO ill-conceived tweet last month, which I just noticed re-produced in print (this month’s Develop) – [...more...]

  • CryTek: 3 months crunch on Crysis 2

    From the CEO, Avni Yerli: “like any game Crysis has phases of crunch. But we had not enforced weekend work [...more...]

  • From Crunch … to bankruptcy. Team Bondi goes out of business

    Team Bondi – the studio that built LA Noire – has just gone into administration. This is being reported as [...more...]

  • The Pixel Bullies: “develop games differently … no crunch”

    “Personally, I didn’t want to jump from large AAA crunch style development, only to then crunch myself but without all [...more...]

  • Old Acclaim story: 14 hrs / day, 7 days / week, 6 months / year

    Trawling through the long list of comments on the Rockstar San Diego Wives story (not covered on this site yet [...more...]

  • IGDA Whitepaper: Quality of Life (in the games industry)

    Highlighted conclusions: “The average crunch work week exceeds 80 hours (13%). Overtime is often uncompensated (46.8%).” ” during [crunch], [staff] [...more...]

  • Kaos Studios places “a high premium” on employee QoL, unless the publisher wants more…

    [originally occurred early 2011 - we're still adding historical content] As pointed out by Keith Fuller, there was an interesting [...more...]

  • 6 studies on Crunch and how it materially affects people

    “Industrial-organizational psychologists have extensively studied the concept of work overload and the burnout that comes it, and I thought it [...more...]

  • “EA Spouse” and the Crisis of Video Game Labour: Enjoyment, Exclusion, Exploitation, Exodus

    An academic paper from Nick Dyer-Witheford (University of Western Ontario) and Greig de Peuter (Simon Fraser University), covering briefly four [...more...]

  • Opinion: scalable vs non-scalable pay; what’s your life worth?

    A stake that scales This is a crucial detail that is often completely overlooked by journalists (who fail to think-through [...more...]

  • Splash Damage: 6 months of Crunch is acceptable?

    Ed Stern, Lead Writer at Splash Damage (and apparently one of the longest-serving employees), seems to say that until you [...more...]

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