With all the talk about crunch happening now, I (@SmashyNick) would like to share our studio's experiences with crunch as I think the more devs that are transparent about it, the less will have to learn it the hard way.
-
-
On occasion, we & some team members had to work late, usually the night before a milestone build, but we tried our best to make sure they were comfortable with it. Nothing is more wack than forcing others to crunch, so our solution would usually be taking on more work ourselves.
Show this thread -
Self-imposed crunch happened to us, and we don't have anyone to blame but ourselves for it. Irresponsible scope creep and poor self-discipline caused me to really hurt myself and burn the fuck out. Was it worth it? Probably not, Treadnauts was just the one stepping stone.
Show this thread -
Crunch is something that every developer has to confront. Thankfully there are industry role models like Supergiant that can show us all a better way is possible, but the rest of us are merely trying our best and unfortunately sometimes fail.https://kotaku.com/the-secret-to-the-success-of-bastion-pyre-and-hades-1838082618 …
Show this thread -
Moving forward I want to work toward an Aggro Crab where crunch is managed better. Pitch a game with reasonable scope, budget, and timeline. Hire a producer to keep us accountable. Maybe one day I'll be able to burn the midnight oil devving again and actually feel good about it.
Show this thread
End of conversation
New conversation -
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.
buy or else: