"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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"You're sitting at your desk for 12 hours a day, but you're getting eight hours of work done," he said. "Then you're sitting 14 hours a day to get eight hours of work done." "And then, you're doing 14 hour days and only getting 4 hours of work done." —
@TrentOster1 odpowiedź 5 podanych dalej 27 polubionychPokaż ten wątek -
Crunch for a week or two can be necessary and useful. "But when weeks become months, the value of crunch plummets.
@TrentOster says while he was working at BioWare they actively tried to avoid crunch. If crunch is required, he says, it's because something has gone wrong."3 odpowiedzi 0 podanych dalej 16 polubionychPokaż ten wątek -
W odpowiedzi do @annabrandberg @TrentOster
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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W odpowiedzi do @OranMaliphant @TrentOster
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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W odpowiedzi do @annabrandberg @TrentOster
I’m interested to know what your EA experience was like, crunch was really bad for us in the UK back in about 2007-2012, now I find the studios are much more “human first”, we have a massage therapist who is on site twice a week, encouraged to use the gym & mindfulness sessions
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I worked on mobile so thankfully my experience was relatively good as we had regular release dates every 6 weeks, rather than 1 huge deadline after 6 years. That said, I still did lots of overtime due to poor scoping from management - although it was never *obligatory* per se. 
Wydaje się, że ładowanie zajmuje dużo czasu.
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