I do think it’s nearly impossible to plan so well that some time right before the release deadline will be truly crunch-free, but continuous overtime every day for months on end is definitely just bad management and ought to be criticized. I will die on this hill.
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TBH I don't know how to do something good AND in time with no crunching, unless your pipeline is super clear and with no R&D. First you plan, then you realize your estimates were wrong, then it's late :D
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I still believe that time can be allocated well enough for R&D to avoid major crunching. But crunching for months non-stop is unnecessary.
Kraj razgovora
Novi razgovor -
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It's been the de facto standard for a long time, and not just in games. Happens in many other industries, but names "working late" or "working overtime". However it should be challenged!
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Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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I recently had the chance to talk with Ubisoft devs who told me crunchs where a lot less common now. So I guess there is some progress!
Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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Rust, C, C++, ASM 