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	<title>Shiny Things &#187; game development</title>
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	<description>Andrew Grant</description>
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		<title>10 things I hate about crunch-time in the games industry</title>
		<link>http://www.andrewgrant.org/2006/10/22/crunch-time-in-the-video-games-industry.html</link>
		<comments>http://www.andrewgrant.org/2006/10/22/crunch-time-in-the-video-games-industry.html#comments</comments>
		<pubDate>Mon, 23 Oct 2006 03:20:44 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[video-games]]></category>

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		<description><![CDATA[(This post is for all the family and friends who were puzzled by my near-disappearance during August and September. I&#160;wasn&#8217;t kidding when I said I&#8217;d be busy at work for a few weeks!).
For the majority of video game developers, end of project overtime&#160;(a.k.a crunch-time) is&#160;the near-inevitable tradeoff we accept for an interesting and generally fun [...]]]></description>
			<content:encoded><![CDATA[<p class="smaller">(This post is for all the family and friends who were puzzled by my near-disappearance during August and September. I&nbsp;wasn&#8217;t kidding when I said I&#8217;d be busy at work for a few weeks!).</p>
<p>For the majority of video game developers, end of project overtime&nbsp;(a.k.a crunch-time) is&nbsp;the near-inevitable tradeoff we accept for an interesting and generally fun job. And like the Curb Your Enthusiasm <a href="http://www.hbo.com/larrydavid/episode/season4/keywords34.html" target="_blank">sketch about Hodgkin&#8217;s disease</a>, there are both&nbsp;&#8217;good&#8217; and &#8216;bad&#8217; varieties of crunch-time.&nbsp;</p>
<p>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&nbsp;polishing up&nbsp;the latest E3/Press/Cover-Disc demo that will be seen by thousands.</p>
<p>Bad&nbsp;crunch is very different.&nbsp;</p>
<p><span id="more-100"></span>
<p>Bad crunch&nbsp;can be summed up as the &#8220;oh fuck&#8221;&nbsp;phase of a project or milestone, the time where it&#8217;s discovered the&nbsp;amount of outstanding work&nbsp;exceeds the time remaining. In addition,&nbsp;while working on features that have not yet been completed (or started!),&nbsp;special care must be taken as the amount of QA time they will receive before release can vary from weeks to hours.&nbsp;</p>
<p>The causes of bad crunch and how they can be avoided deserve an entire post to themselves. However,&nbsp;since I&#8217;ve only recently finished my latest bout of crunch I&#8217;ll save that post till I&#8217;m feeling&nbsp;a little more objective <img src='http://www.andrewgrant.org/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> &nbsp;Instead, here are&nbsp;10 of the&nbsp;things I most dislike about crunch-time in the games industry..</p>
<ol>
<li>The final deadline&nbsp;is never really the final deadline, at least not at first.&nbsp;Attempting to guess the real deadline becomes a game of cat and mouse between the developer and the publisher.
<li>Your daily diet&nbsp;consists of cheap takeaway food, constrained to a few repeating varieties. To this day, certain Indian dishes bring back haunting memories of summer 2004.
<li>Life begins to resemble&nbsp;Groundhog Day, sans humour&nbsp;and Andi McDowell. While Bill Murray learnt to play the piano,&nbsp;your only gain will be carpal tunnel syndrome.
<li>Because the majority of games target the holiday season crunch-time, annoyingly, coincides with the last few months of summer. (We work on video games people, we don&#8217;t get enough sun as it is!)
<li>You wake up one morning and realize you&#8217;re out of fresh laundry
<li>You wake up the next morning and realize you&#8217;re still out of fresh laundry.
<li>Consumption of Coffee/Coke/Red-Bull increase to dangerous levels.&nbsp;Unofficial competitions begin to see who can brew&nbsp;the strongest, yet still drinkable, coffee.&nbsp;
<li>Some team members begin to develop an irrational dislike for&nbsp;the publisher in general, and the publishers QA team in particular.
<li>During the final month (or months), various team members will be sporadically struck by day-long bouts of unfounded optimism and utter phrases such as &#8220;we&#8217;re nearly there&#8221;, or &#8220;one last push!&#8221;. The rest of the team will take time out of bug-fixing to plot their painful deaths.
<li>After crunch is over, you still have submission to contend with.</li>
</ol>
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