Chatting with an old colleague that left a major developer a while back (being purposefully vague here) - but had worked out in their 11 years at the studio they'd worked 13 years in terms of hours put in (uncompensated). And they say there isn't a crunch culture. Poppycock.
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It's not so bad if it's your choice; you're so enthused by a project that you lose track of time and suddenly it's 2am. But some AAA studios have overtime scheduled in from Day 1. It's exploitation, plain and simple, and it ruins lives/marriages/careers.
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Hell yes, I've pulled many a long night of my own volition - I've worked with many that just want to in order to make a product better; that's OK (as long as it doesn't burn them out). But when it's mandated from the off and built in to the schedule, something is very wrong.
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I mean, we put some hours into LEGO Star Wars Complete Saga, not because there was any mandate at all, because we absolutely believed in the product and wanted to push it as far as we could. You couldn't keep that pace up forever without losing your marbles or your relationship!
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Some great times on that project and also some awful times.
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For me it was the best development experience I've had on a game; I won't say there weren't ups and downs on it, but I think (don't know if if you agree) there was a real drive to make something special.
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It was a good one to work on, but yeah, it was a grind too.
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Fair enough - I guess I'm only really seeing it from the programming perspective - it certainly was a massive game to put together, maybe my frame of reference is a little limited in that regard.
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All about perspective, really. I worked on a massive South Park game a few years ago and some people had a blast; my experience was one of epic highs and lows.
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