"Crunch culture forces more and more people out of the industry they love. When people hit 35, they leave the industry because they can't keep up with the amount of work that's required, while [companies] exploit the passion of young workers who've always wanted to make games."https://twitter.com/osamadorias/status/1121730925715439619 …
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Got a lot of respect for Trent, his attitude and his projects. I'm in the camp where crunch to get over the finish line is an almost unavoidable thing that happens for a couple weeks approaching launch after which everyone gets compensatory paid leave. 100% not to be sustained.
Dziękujemy. Twitter skorzysta z tych informacji, aby Twoja oś czasu bardziej Ci odpowiadała. CofnijCofnij
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If you're crunching regularly, there's huge issues in scope/production/leadership/project management/name your poison, but I've also been on well-managed crunch teams where morale was high and camaraderie was through the roof. Unified towards a common goal, it can be done well.
Dziękujemy. Twitter skorzysta z tych informacji, aby Twoja oś czasu bardziej Ci odpowiadała. CofnijCofnij
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I remember in the 90’s and early 2000’s crunch was the last 2-4 days before final build went good to media production... it’s grown over the years and how it’s crunch from beta to day 1 patch and first major dlc which can be 6 months. People cant sustain that any more.
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I wasn't in the industry then, so can't really speak personally for how it's changed over time. But yes, crunch for a week or two is one thing; crunch for 6 months however is just not sustainable. People burnout within a month or 2, and will take *triple* that time to recover...
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