(This post is for all the family and friends who were puzzled by my near-disappearance during August and September. I wasn’t kidding when I said I’d be busy at work for a few weeks!).
For the majority of video game developers, end of project overtime (a.k.a crunch-time) is the near-inevitable tradeoff we accept for an interesting and generally fun job. And like the Curb Your Enthusiasm sketch about Hodgkin’s disease, there are both ’good’ and ‘bad’ varieties of crunch-time.
Good crunch comes close to the end of the project. There are X number of bugs preventing you shipping and the end is in sight. Another form of good crunch would be working overtime to make that last-minute-yet-terrific tweak, or polishing up the latest E3/Press/Cover-Disc demo that will be seen by thousands.
Bad crunch is very different.



