Crunching doesn't have to be, and shouldn't be, the standard in the game industry. Making large games is just as complex as making any large product, and proper management, planning and buffering eliminates crunch. Do *not* let that just become the de facto standard.
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100%. You need leadership which is willing to scope down and cut features, rather than being afraid the game won’t be good if they don’t tick every box they can think of. Doesn’t hurt to have a schedule—one driven by programmer/implementation estimates and not “we need this by X”
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True story. Coming onto MW2 in July of the ship year and finding you guys basically done ("pencils down") was an eye opener for me.
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Def. personally I treat the “months of overtime” as part of the definition of crunch. A little bit of intense work right at the end is just part of releasing basically anything
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Amen sister. Fits the theme of today's exam in "Management of IT-Projects and Quality". There I learned that grinding is actually a sign of low maturity level in
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It also drastically reduces
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Rust, C, C++, ASM 