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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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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