
no-crunch development (Destiny)
by Kermit , Raleigh, NC, Friday, August 04, 2017, 20:48 (2755 days ago)
For those of you who don't know about the front page:
http://www.gamesindustry.biz/articles/2017-08-04-bungies-13-year-battle-to-kill-crunch-culture
I know that Bungie has been trying to figure this out for a while, and it pleases me to no end that they have.

no-crunch development
by Cody Miller , Music of the Spheres - Never Forgot, Friday, August 04, 2017, 21:04 (2755 days ago) @ Kermit
For those of you who don't know about the front page:
http://www.gamesindustry.biz/articles/2017-08-04-bungies-13-year-battle-to-kill-crunch-culture
I know that Bungie has been trying to figure this out for a while, and it pleases me to no end that they have.
That's weird, Jason Schreier said that the Dark Below was a nine week crunch… Yet in the article Luke says the DLC was crunch free.

no-crunch development
by Ragashingo , Official DBO Cryptarch, Friday, August 04, 2017, 22:29 (2755 days ago) @ Cody Miller
For those of you who don't know about the front page:
http://www.gamesindustry.biz/articles/2017-08-04-bungies-13-year-battle-to-kill-crunch-culture
I know that Bungie has been trying to figure this out for a while, and it pleases me to no end that they have.
That's weird, Jason Schreier said that the Dark Below was a nine week crunch… Yet in the article Luke says the DLC was crunch free.
In the gamesindustry.biz article, Luke Timmins gave his definition of crunch:
whenever you're working at least 50 hours a week.
The Kotaku article says:
One person familiar with development says Bungie sequestered a team and had them crunch out Dark Below in just nine weeks, which may explain how insubstantial it was.
Nine weeks after Destiny’s troubled development may not have been enough time to make a good expansion, but if they released TDB without having to work too far past standard business hours then it wasn’t a crunch.
Or, Luke Timmins is just a liar... I guess?
For those of you who don't know about the front page:
http://www.gamesindustry.biz/articles/2017-08-04-bungies-13-year-battle-to-kill-crunch-culture
I know that Bungie has been trying to figure this out for a while, and it pleases me to no end that they have.
That's weird, Jason Schreier said that the Dark Below was a nine week crunch… Yet in the article Luke says the DLC was crunch free.
In the gamesindustry.biz article, Luke Timmins gave his definition of crunch:
whenever you're working at least 50 hours a week.
The Kotaku article says:
One person familiar with development says Bungie sequestered a team and had them crunch out Dark Below in just nine weeks, which may explain how insubstantial it was.
Nine weeks after Destiny’s troubled development may not have been enough time to make a good expansion, but if they released TDB without having to work too far past standard business hours then it wasn’t a crunch.Or, Luke Timmins is just a liar... I guess?
Parsing words:
"Destiny 2 will actually be our fifth release - we've done all these DLCs - with no full, enforced crunch. We've very proud of that. It took us a long time to get there from the Halo 2 days."
This means partial enforced crunch or full voluntary crunch may both have been in play. It's not a crunch-free world they're in. Earlier, Timmons said:
Destiny was the last "department-wide crunch" for Bungie's engineers, Timmins said, but there was none at all on its various DLC releases.
Was TDB made with entire departments working on it? Certainly not. Maybe 1 engineer (if any). A small percentage of the story team. A small number of artists. But no whole departments, certainly. Which means mandatory crunch for the TDB team could have happened, and Timmons could be telling the truth. Because he's specifically talking about department-wide crunch.
I... I don't know how I feel about this article.
"The craft and skill-set of making other people succeed," he said. "Your manager is responsible for your happiness, your engagement; how you're actually doing as a person, how you're doing in your craft as an engineer. They're also responsible for your career planning. That's what management means at Bungie."
This is brilliant and exactly right. The manager's job is to empower their employees and ensure they have all of the tools they need to succeed.
Bungie was in a state of crunch for virtually that entire period - based on Timmins' definition of crunch as, "whenever you're working at least 50 hours a week."
This is a joke, right? 50 hours? I never worked less than 60 hours a week in the 13 years I tested video games, except for the six months I worked 30 hours a week while being full-time enrolled in college. "Crunch" meant 80-100 hour weeks. Listen, I get that we shouldn't normalize more than 40 hour work weeks, but there's overtime and then there's crunch, and crunch in the gaming industry is fucking brutal. 50 hour weeks ain't it. The existence of this line makes much of the rest of the article feel like whining about nothing rather than solving a difficult and chronic problem. The writer undermined the whole thing, right here. Maybe Timmins does define anything over 50 as "crunch" but don't write the article in such a way that it draws a false equivalency between 50 hour work weeks and breaking a company's morale. Especially in this industry.
"The Halo 2 crunch almost killed Bungie as a company," he said. "It is the most I've ever seen humans work in a year and a half. It was brutal.
50 hour work weeks didn't do that. UGH. This article makes Timmins sound like a whiny brat. I bet most of that year and a half was spent around 80 hour work weeks, not 50. 50 doesn't break a man the way 80 does. Last I'm going to say about the hours thing.
"When your company is used to crunching, not relying on crunch to ship is now hard," he said. "Un-ringing that bell is very difficult. It requires changes to planning and culture, which takes a long time to do. It took us years and multiple games to move away from crunch philosophy."
I disagree here. If it took a long time to un-ring that bell, then the problem was the leadership. After your first game, you know how long it takes to make a game. Your experienced coders can say how many man hours of work you're looking at. You have a line producer whose entire job is to know how many hours things take and assign budgets to match. So at that point, you can set a schedule with no crunch, or set one with crunch, but you can't pretend that the crunch time is magically sneaking up on you and taking you by surprise. Back when I was testing, I could tell you that it took in the neighborhood of 300 man hours to properly test every possible combination of clothing and skate deck in a tony hawk game. We could assign 10 guys 30 hours of work and get it done in 3 days or we could assign 30 guys 10 hours of work and finish in a day. Or we could be giant dick bags and decide one guy was gonna do it all and work 100 hour weeks and finish in 3 weeks because hey, fuck that guy, right? But we NEVER got surprised by how long it took. Not once. Occasionally we'd roll the check into a new build because we didn't finish between releases, but - again - we were never surprised when that happened and, in fact, told the coders in advance what checks wouldn't be done in time for their planned pushes.
Here's my take: When your company doesn't really give a shit about its employees, relying on crunch time to ship is easy. When you treat your employees as assets to be invested in instead of expenses to be minimized or resources to be exploited, planning to ship without using crunch is easy.
Still, I'm glad Bungie is at a crunch-free model. There's really no excuse for these established companies to treat their employees like sweat shop workers. They know better, and they've known better for a very long time.
"You should take this seriously, but it's not free," Timmins said. "If I'm a manager, every report I have is about 10% of my time... It's really hard, and you're constantly going to have that pressure: 'Can't we just skip one on ones? Can't we just skip your goals for this period?'
Right here... He knows how much time things take. And then he immediately says he wants to cut corners. DUDE. The whole point of a crunch-free philosophy is that you plan ahead and consider how much time things take. So if you know how long these 1 on 1s take, then you schedule them such that you don't feel the time pressure to get them done by either working crunch hours on them or skipping the quality work altogether, and if you don't have enough man hours in the week to do all of your weekly tasks, you hire help. He's preaching no crunch while exactly providing an example of how management forces crunch on employees. I can see why it took so long to shift... they're bad at it, even if they want to be better. If the 1 on 1s take too much of his time, he needs to divide his management groups into smaller sets of people and hire more managers so everyone gets the attention they deserve.
"The answer is no. People management is more important than that one extra feature."
Or you could hire another manager and divide your workload, getting both done. Rule of thumb: You will be assigned more and more work until you ask for help or break. It's your responsibility to admit when you have been given too much to do. Yes, even if you're a manager.
Destiny brought the final stage of the process: enforced vacation, a measure directly related to, "the crunch you want to do." Bungie gives its engineers 40 days off each year, but whether through paranoia or passion, a lot of employees simply weren't taking the opportunity for a break.
What? I used to force my team to take 15 minute breaks and they fucking hated me for it. I can't imagine forcing them to take 40 days off. Maybe if the entire company shuts down for 40 pre-selected days so that everyone can plan ahead, but you can't just tell mike in backend design that it's his 40 days and don't worry because joey the intern can totally handle his work while he's out. You can't hold a gun to someone's head and tell them to "relax."
Instead you have to tell upper management to chill the fuck out if mike wants some time off, and to guarantee everyone that they'll be able to come right back if they do need time. You go to bat for your team, you encourage them to take the time off, but man... Forcing someone to leave the office can easily be seen as not wanting them there. That's a dangerous game.
"Destiny 2 will actually be our fifth release - we've done all these DLCs - with no full, enforced crunch. We've very proud of that. It took us a long time to get there from the Halo 2 days."
This is impressive as hell. Obviously the wording implies that there was voluntary crunch, but it's still impressive.
it's over by four months and it's not going to fit. On Halo 2 I was that person, and before you know it I'm there every day until 4am and I never see my wife.
This right here is exactly why I quit my job in video games. My boss saw his wife once a month. I had turned off the gas and electricity at my apartment because I was home so rarely. I slept on a cot in the break room and showered at the gym next door. So yeah, crunch is bad. It's really, really bad.
"The majority of it is always having enough awesome ideas and things you want to build, so you always need to have that rigour. 'No, we can't do that, and that's okay.' The second you don't, the whole thing falls apart."
And then the last bit doesn't make sense to me. There's no such thing as "no we can't." You either need more people, more time, or more money, or some combination thereof, and anything is possible. You can't tell your boss "no" unless it's literally impossible (and I don't mean impossible for you, but completely, physically impossible). instead, you tell your boss you can do that in X amount of time, or with Y more people, or at a cost of Z. Maybe he's implying the "no we can't [do that with the number of people we have in the amount of time remaining]" but this article is not giving me total confidence in Bungie's understanding of the golden triangle of labor.
So yeah, I'm not sure what to take away from this read. On the one hand, Bungie has impressively bucked the industry trend of crunch time. On the other hand, they seem to have still had crunch that simply wasn't mandatory, and they seem to have been pulled against their instincts into this mandatory-crunch-free world. Timmons, while explaining how managing people is now a priority at bungie, manages to immediately offer up an example where he admits his inner desire is not to interact with the people he manages in order to save time. What? And the writing is such that it's hard to tell if that's actually what Timmons is saying, or simply a blunder of context made by the author.
Managers are involved in a difficult craft which receives little respect and less formal training. This article tells me Bungie wants to have good managers, but also makes me concerned that they may not have any idea what makes a manager good.
no-crunch development
by DEEP_NNN, Saturday, August 05, 2017, 06:04 (2755 days ago) @ Kahzgul
Nice to read comments that come from experience.
I believe Bungie's original crunch culture came about because they were all so young and inexperienced at the beginning. Youthful excitement and vigour pushed everything they did. They were perhaps all pushing each other to do more.
That wouldn't be as true today. Bungie's employees probably range in age from 20 to +40.
Time catches up with you.
no-crunch development
by General Battuta, Tuesday, August 08, 2017, 06:40 (2752 days ago) @ DEEP_NNN
Being 25 is no protection, unfortunately. Shit just ruins you.
After your first game, you know how long it takes to make a game. Your experienced coders can say how many man hours of work you're looking at.
As a coder, i want to point out that this is frequently not the case. In fact estimating time it takes is one of the harder things many coders do. Particularly with new systems. Yes we can give a good guess, but usually im off. You can even see that same issue with the original destiny game engine and the problems they had bringing it online. You cant account for critical bugs, architecture design that didnt pan out or you hit a wall with.
The rest of your points are thought provoking though. Just wanted to point out that as a coder, correct time estimation is difficult with new systems.

no-crunch development
by Ragashingo , Official DBO Cryptarch, Saturday, August 05, 2017, 08:39 (2755 days ago) @ Yapok
Yeah... programming isn’t like testing. You can’t just assign 300 guys to a problem and expect it to get done in an hour. Programming is as much a creative endeavor as writing or painting. Saying once you’ve made one game you know how long it will take to make another one makes just as little sense as saying once you’ve published one novel you know how long it will take you to publish the next one.
Yeah... programming isn’t like testing. You can’t just assign 300 guys to a problem and expect it to get done in an hour.
I used one example that was easy to quantify. I hope you can realize that not all testing problems are found that way. You know how long it would take to clear the whole game if there were no bugs, and you know how long it takes to investigate the average bug, and you have a sense of how buggy the code is at this stage in development, and then you gives yourself a little cushion in your estimate and there you go.
Programming is as much a creative endeavor as writing or painting
Absolutely!
Saying once you’ve made one game you know how long it will take to make another one makes just as little sense as saying once you’ve published one novel you know how long it will take you to publish the next one.
I completely disagree. A book publisher knows about how long it takes to write a book, they know how long it takes for a brand new author, and they know how long it takes for a grizzled vet. They know George RR Martin takes forever because he's that sort of guy, and they know Danielle Steele can turn them out twice a year. The individual author might not know, but not many authors write more than a handful of books - they lack the experience to give a reliable estimate.
And that experience matters. An experienced, professional painter knows about how long a painting takes. You want a 12'x9' portrait? That takes this long. A 1'x1' landscape takes that long. And so forth.
For some, the labor of love is a nebulous task, never quite finished, but for professionals who need to turn out finished products in order to pay the bills, deadlines are a thing they can estimate. You're not making a masterpiece, you're making a living. Ideally both, but realistically it doesn't often shake out that way.
I don't test video games anymore. Now I'm a TV editor and an actor. And I know about how many pages a scripted drama will get through in a day's shooting (6-ish, depending on the production), and how many minutes of polished footage I can churn out in a day (2 minutes). On my last show, I know it took 5 hours just to do the graphics in act 1, but that act 5 only took 30 minutes. And I know that every time network changed the graphics we lost two weeks of scheduled man-hours to update those graphics.
I also know it probably would take longer for Cody's line of editing, because he works in film where everything has to be, as we say in TV, "feature quality" which requires far more attention to detail than TV does. I don't actually know how long it would take him, but I could always shoot him a message and ask if I need that info in order to give estimates to my boss.
My point is, part of operating at a professional level is gaining the personal experience to be able to give reasonable timeframes for how long your work will take. Video games are tricky in that the current business model involves burning out a lot of inexperienced people, which means they lack the experience and professional connections to know if the deadlines they were given were reasonable or not. I can give testing estimates because I did it for 13 years. When I first started I had no clue how long things would take and I just took my boss' word as gospel.
Again, it comes down to the boss being an effective manager. They need to know these things.

no-crunch development
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 07, 2017, 13:57 (2752 days ago) @ Kahzgul
edited by Cody Miller, Monday, August 07, 2017, 14:09
I also know it probably would take longer for Cody's line of editing, because he works in film where everything has to be, as we say in TV, "feature quality" which requires far more attention to detail than TV does. I don't actually know how long it would take him, but I could always shoot him a message and ask if I need that info in order to give estimates to my boss.
Regarding shooting.
6 pages per day on a feature film is on the high side. Of course there are simple Indies that you can shoot in 15 days that reach that level, but between 1/8 and 3 is more typical depending on the complexity.
Regarding editing.
This varies greatly. Skyfall was cut in just five weeks. Apocalypse Now took two years to cut. 4-8 months is typical, with bigger action movies usually taking 8-14 months. On something like Mad Max Fury road, simply watching all the footage non stop would have literally taken 20 straight days. The last film I was on is just under two hours and cut for just short of a year. So that works out to just over two minutes per day, in line with your estimate.
I also know it probably would take longer for Cody's line of editing, because he works in film where everything has to be, as we say in TV, "feature quality" which requires far more attention to detail than TV does. I don't actually know how long it would take him, but I could always shoot him a message and ask if I need that info in order to give estimates to my boss.
Regarding shooting.6 pages per day on a feature film is on the high side. Of course there are simple Indies that you can shoot in 15 days that reach that level, but between 1/8 and 3 is more typical depending on the complexity.
I work in TV mostly, so not familiar with Film. Thanks for the info!
Regarding editing.This varies greatly. Skyfall was cut in just five weeks. Apocalypse Now took two years to cut. 4-8 months is typical, with bigger action movies usually taking 8-14 months. On something like Mad Max Fury road, simply watching all the footage non stop would have literally taken 20 straight days. The last film I was on is just under two hours and cut for just short of a year. So that works out to just over two minutes per day, in line with your estimate.
Huh, interesting. We definitely slop a few of our effects in as "good enough for TV but not 'feature quality' from time to time." Which is a little embarrassing to say, because my typical role is to be the guy who fixes the effects that are definitely not good enough for TV.

no-crunch development
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 07, 2017, 17:20 (2752 days ago) @ Kahzgul
Huh, interesting. We definitely slop a few of our effects in as "good enough for TV but not 'feature quality' from time to time." Which is a little embarrassing to say, because my typical role is to be the guy who fixes the effects that are definitely not good enough for TV.
Effects are a different story. The film I spent a year cutting had a year after that of VFX. 900 shots.
Huh, interesting. We definitely slop a few of our effects in as "good enough for TV but not 'feature quality' from time to time." Which is a little embarrassing to say, because my typical role is to be the guy who fixes the effects that are definitely not good enough for TV.
Effects are a different story. The film I spent a year cutting had a year after that of VFX. 900 shots.
Jeebus!

Agreed. Estimates != deadlines.
by slycrel , Saturday, August 05, 2017, 16:01 (2754 days ago) @ Yapok
- No text -

no-crunch development +1 estimates are hard.
by dogcow , Hiding from Bob, in the vent core., Monday, August 07, 2017, 12:36 (2752 days ago) @ Yapok
As a coder, i want to point out that this is frequently not the case. In fact estimating time it takes is one of the harder things many coders do. Particularly with new systems. Yes we can give a good guess, but usually im off. You can even see that same issue with the original destiny game engine and the problems they had bringing it online. You cant account for critical bugs, architecture design that didnt pan out or you hit a wall with.
The rest of your points are thought provoking though. Just wanted to point out that as a coder, correct time estimation is difficult with new systems.
Making estimates is dang hard, nearly impossible, this coming from a guy who just spent around two thirds of a day debugging what turned out to be a non-issue. Simple mistakes can easily cost days of developer time. Take your estimate, double it, and the triple it, and you'll still be wrong.
After your first game, you know how long it takes to make a game. Your experienced coders can say how many man hours of work you're looking at.
As a coder, i want to point out that this is frequently not the case. In fact estimating time it takes is one of the harder things many coders do. Particularly with new systems. Yes we can give a good guess, but usually im off. You can even see that same issue with the original destiny game engine and the problems they had bringing it online. You cant account for critical bugs, architecture design that didnt pan out or you hit a wall with.
I'm not really talking about the unexpected, though I do, personally, include buffer time in my own work estimates in case I run into something I didn't predict. You probably know about how many lines of code you write in a day, and about how much that code adds to the featureset of whatever you're working on. You probably also have a sense of how big the sorts of features you code are, on average, project to project, and whether or not the current project is a bigger project or smaller project than your average one. As such, I'd guess you could give a fair estimate of how long any particular task would take you, barring the unexpected. Then you can just add 50% time for the unexpected, or schedule all of your bug hunting for later rather than as you go, etc etc...
But even if you can't, that's not your job, actually. It's your manager's job, and they really should be able to schedule enough people to deal with the task at hand, and without forcing overtime upon you. There's always a degree of uncertainty, but you schedule that in as well. Give higher estimates and when you finish early, everyone is impressed. Give lower estimates and finish late, and everyone is disappointed. Plus when you finish early, that gives you extra time to polish the hell out of whatever you're working on, or optimize it, or just take a day off and get your head ready for the next task.
I understand that the unexpected comes up, but if your managers plan appropriately, that shouldn't derail the whole process or force you into a never-ending spiral of crunch time. If it does, your managers are failing you.
The rest of your points are thought provoking though. Just wanted to point out that as a coder, correct time estimation is difficult with new systems.
Ahh, NEW systems. Yes. The "No one has ever done this before" is a real issue and you can't schedule that. Very, very true. Also very rare. And you're still not operating in a vacuum. Say you're designing a new graphics engine. Someone, somewhere, has designed a new graphics engine before. And you can find out about how long that took. Estimate higher if you've never personally done it before, obviously. It's totally fine to say "This will take at least 2 months, and as long as 6, because I don't really have any idea how complicated it will be." Your manager should be able to say "let me call someone who knows" (and then do that), and should also be able to tell you when critical systems need to be up and running ("well, art starts in 4 months, and will need another 2 weeks to get initial character sketches nailed, so I would love to at least have a limbo area up and running by 5 months from now so they can start playing with their models, is that doable?") etc etc..
I can't speak to your personal situation, but if I were your manager that's how I'd approach it. There are precious few things in this world that no one has ever done before and that are truly impossible to estimate.

no-crunch development
by Xenos , Shores of Time, Saturday, August 05, 2017, 08:03 (2755 days ago) @ Kahzgul
A lot of the intent you infer in the statements from the article I didn't infer at all. Having been a manager myself for years I pretty much guarantee that this quote was not about a desire to skip 1-on-1s:
"You should take this seriously, but it's not free," Timmins said. "If I'm a manager, every report I have is about 10% of my time... It's really hard, and you're constantly going to have that pressure: 'Can't we just skip one on ones? Can't we just skip your goals for this period?'
With the amount of stuff that you have to do it's easy to say "this employee is doing fine, it won't be a big deal if we skip our 1-on-1 this week because I have x and y to do". That is a constant battle any manager has. Timmins is saying to be a good manager you basically make it mandatory that you have a 1-on-1 no matter what is happening or however busy you both are.
And the other point you made across two different quotes was about cutting features because there won't be time to finish it, which I think you're taking from the point of view of a engineer or a artist, and I think Timmins is coming from the point of view of a manager or even from the point of view of a company:
"The majority of it is always having enough awesome ideas and things you want to build, so you always need to have that rigour. 'No, we can't do that, and that's okay.' The second you don't, the whole thing falls apart."
You're right that an engineer shouldn't say "no we can't" unqualified to his boss (unless they really are asking for the impossible, but that's a whole different discussion), but a manager SHOULD decide when we can't based on the feedback from his employees and have enough sway with his employees to convince them to not kill themselves trying to get an extra feature in if it's going to have a negative effect on them. That's the way I took it from the article since it's mostly about managing employees. He discusses his experience when he was a tech and the next paragraph is saying that as a unit or a company it should be okay to say we can't do that before launch.

no-crunch development
by Ragashingo , Official DBO Cryptarch, Saturday, August 05, 2017, 08:47 (2755 days ago) @ Xenos
A lot of the intent you infer in the statements from the article I didn't infer at all. Having been a manager myself for years I pretty much guarantee that this quote was not about a desire to skip 1-on-1s:
Indeed. The quote was about the realities of things on a massive multimillion dollar project getting busy and the natural human tendency to think skipping a step or a review will turn out just fine. He making the case that you must value your people enough to never run the risk that comes with thinking they’re just fine.
Twisting that to say he want to cut corners is... at best... a serious lack of reading comprehension.

no-crunch development
by INSANEdrive, ಥ_ಥ | f(ಠ‿↼)z | ᕕ( ᐛ )ᕗ| ¯\_(ツ)_/¯, Saturday, August 05, 2017, 13:21 (2754 days ago) @ Ragashingo
A lot of the intent you infer in the statements from the article I didn't infer at all. Having been a manager myself for years I pretty much guarantee that this quote was not about a desire to skip 1-on-1s:
Indeed. The quote was about the realities of things on a massive multimillion dollar project getting busy and the natural human tendency to think skipping a step or a review will turn out just fine. He making the case that you must value your people enough to never run the risk that comes with thinking they’re just fine.Twisting that to say he want to cut corners is... at best... a serious lack of reading comprehension.
I think this observation abit on a strong side. It's not a a serious lack of reading comprehension, more a simple mistake. You are reading from a vet, if you will, reflecting off stories from the trenches. Unless of course, you think 80-100 hour weeks of crunch time is reasonable. In that case... carry on.
Nither agreeing nor disagreeing, just taking a note off the potency.

Days per week
by Cody Miller , Music of the Spheres - Never Forgot, Sunday, August 06, 2017, 12:42 (2753 days ago) @ INSANEdrive
edited by Cody Miller, Sunday, August 06, 2017, 12:46
I have a question for anyone who would know.
You say 80-100 hour weeks. Does this mean people are in 7 days a week? Or is the 80 hours over 5 days (16 hour days)?
You know what discourages crunch in my industry? The Union contract. A sixth day is 2x. A seventh is 3x. Anything more than 5 consecutive is 2x. More than 6 is 3x. Anything over 8 per day is 1.5x. Over 12 is 2x. Over 14 is 2.5. Anything over 40 per week is 1.5x. Over 60 is 2x.
An acquaintance made 20 grand in three days because Michael Bay worked him for 72 hours straight. And even then he said he'd never do that again.
Not saying there is never crunch, but it's not really perpetual. Unless you are on a comic book movie.
I have a question for anyone who would know.
You say 80-100 hour weeks. Does this mean people are in 7 days a week? Or is the 80 hours over 5 days (16 hour days)?
You know what discourages crunch in my industry? The Union contract. A sixth day is 2x. A seventh is 3x. Anything more than 5 consecutive is 2x. More than 6 is 3x. Anything over 8 per day is 1.5x. Over 12 is 2x. Over 14 is 2.5. Anything over 40 per week is 1.5x. Over 60 is 2x.
An acquaintance made 20 grand in three days because Michael Bay worked him for 72 hours straight. And even then he said he'd never do that again.
Not saying there is never crunch, but it's not really perpetual. Unless you are on a comic book movie.
I worked 13 out of every 14 days. And yes, I made boatloads of money. $60k in 8 months on $9.75/hour, iirc.

Days per week
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 07, 2017, 13:44 (2752 days ago) @ Kahzgul
I worked 13 out of every 14 days. And yes, I made boatloads of money. $60k in 8 months on $9.75/hour, iirc.
I think working almost every day is worse than working a 5 day week with longer days. I am sure more days is better for productivity, but not for life.

Days per week
by bluerunner , Music City, Monday, August 07, 2017, 16:11 (2752 days ago) @ Cody Miller
When I worked in the Gulf of Mexico I left home early in the morning on Wednesdays, and returned home late at night on Wednesday 4-6 weeks later. The next Wednesday I started it all over again. I was on the clock 24 hours out of the day and worked 7 days a week.
I lived on a boat and traveled from rig to rig doing frac jobs. While running a job I could work up to 36 hours straight without sleep. If I got any sleep, it was short cat naps while they tripped tools downhole.
At the dock I never had a normal sleep schedule and worked every hour of the day to get loaded for the next set of jobs. 16 hour days were pretty common. The worst I can remember was a stretch of 2 weeks where I worked 20-22 hours a day. My body was shutting down pretty bad at the end.
I had a guy on one of my crews that ate ephedrine like candy. I wonder if he's still alive today. The last time I talked to him he was shipped off to work off the coast of Nigeria.

Days per week
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 07, 2017, 16:16 (2752 days ago) @ bluerunner
When I worked in the Gulf of Mexico I left home early in the morning on Wednesdays, and returned home late at night on Wednesday 4-6 weeks later. The next Wednesday I started it all over again. I was on the clock 24 hours out of the day and worked 7 days a week.
I lived on a boat and traveled from rig to rig doing frac jobs. While running a job I could work up to 36 hours straight without sleep. If I got any sleep, it was short cat naps while they tripped tools downhole.
At the dock I never had a normal sleep schedule and worked every hour of the day to get loaded for the next set of jobs. 16 hour days were pretty common. The worst I can remember was a stretch of 2 weeks where I worked 20-22 hours a day. My body was shutting down pretty bad at the end.
These are the jobs I hope robots replace in the future.

Days per week
by bluerunner , Music City, Monday, August 07, 2017, 16:24 (2752 days ago) @ Cody Miller
These are the jobs I hope robots replace in the future.
I said a few times that a trained monkey could have done 90% of the job (rigging up, rigging down, lab work, reports). The last 10% where the moments of terror when the fate of an oil well worth 100's of millions of dollars rested in my sleep deprived, progessively less caring, 24-year-old hands.
When I worked in the Gulf of Mexico I left home early in the morning on Wednesdays, and returned home late at night on Wednesday 4-6 weeks later. The next Wednesday I started it all over again. I was on the clock 24 hours out of the day and worked 7 days a week.
I lived on a boat and traveled from rig to rig doing frac jobs. While running a job I could work up to 36 hours straight without sleep. If I got any sleep, it was short cat naps while they tripped tools downhole.
At the dock I never had a normal sleep schedule and worked every hour of the day to get loaded for the next set of jobs. 16 hour days were pretty common. The worst I can remember was a stretch of 2 weeks where I worked 20-22 hours a day. My body was shutting down pretty bad at the end.
I had a guy on one of my crews that ate ephedrine like candy. I wonder if he's still alive today. The last time I talked to him he was shipped off to work off the coast of Nigeria.
Holy shit dude.
I worked 13 out of every 14 days. And yes, I made boatloads of money. $60k in 8 months on $9.75/hour, iirc.
I think working almost every day is worse than working a 5 day week with longer days. I am sure more days is better for productivity, but not for life.
It sucked balls. My mom would leave voicemails like "Are you dead?" and I still wouldn't call her back for two weeks. The hours, ultimately, are why I quit the whole industry. My life is worth more than that to me. It worked out.
I worked 13 out of every 14 days. And yes, I made boatloads of money. $60k in 8 months on $9.75/hour, iirc.
I think working almost every day is worse than working a 5 day week with longer days. I am sure more days is better for productivity, but not for life.
It sucked balls. My mom would leave voicemails like "Are you dead?" and I still wouldn't call her back for two weeks. The hours, ultimately, are why I quit the whole industry. My life is worth more than that to me. It worked out.
That's why I left the job I described. I wanted to do more than just work. I knew I would eventually move out of a field job, but the lifestyle didn't get much better. You can't have a family life and do that. One of my guys quit after he missed his sister's wedding. A couple quit after getting married. Every single married person I knew that stayed working married within the company. One of the last rotations I was on I stayed over 4 extra days just so one of our other engineers could go on a date before crew changing with me. She ended up marrying the guy, and when I finally met him at their wedding I told him he owed me big. ;)
Days per week
by electricpirate , Monday, August 07, 2017, 23:50 (2752 days ago) @ Cody Miller
I have a question for anyone who would know.
You say 80-100 hour weeks. Does this mean people are in 7 days a week? Or is the 80 hours over 5 days (16 hour days)?
You know what discourages crunch in my industry? The Union contract. A sixth day is 2x. A seventh is 3x. Anything more than 5 consecutive is 2x. More than 6 is 3x. Anything over 8 per day is 1.5x. Over 12 is 2x. Over 14 is 2.5. Anything over 40 per week is 1.5x. Over 60 is 2x.
An acquaintance made 20 grand in three days because Michael Bay worked him for 72 hours straight. And even then he said he'd never do that again.
Not saying there is never crunch, but it's not really perpetual. Unless you are on a comic book movie.
Most developers are salaried with no overtime potential. That's part of why the system gets abused. Standard contracts are rare, but developers don't have a ton of power.

Reducing scope
by narcogen
, Andover, Massachusetts, Sunday, August 06, 2017, 17:37 (2753 days ago) @ Kahzgul
And then the last bit doesn't make sense to me. There's no such thing as "no we can't." You either need more people, more time, or more money, or some combination thereof, and anything is possible. You can't tell your boss "no" unless it's literally impossible (and I don't mean impossible for you, but completely, physically impossible). instead, you tell your boss you can do that in X amount of time, or with Y more people, or at a cost of Z. Maybe he's implying the "no we can't [do that with the number of people we have in the amount of time remaining]" but this article is not giving me total confidence in Bungie's understanding of the golden triangle of labor.
I think the major problem here is that when your ship dates are determined by third parties (an owner,in the case of Microsoft, or contractual obligations to a publisher, in the case of Activision) you then set your staffing levels according to what you can afford.
After that's done, you've basically got only two sliders to adjust to fit the items in your design into the schedule: you either work people longer, or reduce scope.
I would guess that the existence of crunch in creative industries is resistance against deliberately reducing scope.

Reducing scope
by INSANEdrive, ಥ_ಥ | f(ಠ‿↼)z | ᕕ( ᐛ )ᕗ| ¯\_(ツ)_/¯, Sunday, August 06, 2017, 19:58 (2753 days ago) @ narcogen
And then the last bit doesn't make sense to me. There's no such thing as "no we can't." You either need more people, more time, or more money, or some combination thereof, and anything is possible. You can't tell your boss "no" unless it's literally impossible (and I don't mean impossible for you, but completely, physically impossible). instead, you tell your boss you can do that in X amount of time, or with Y more people, or at a cost of Z. Maybe he's implying the "no we can't [do that with the number of people we have in the amount of time remaining]" but this article is not giving me total confidence in Bungie's understanding of the golden triangle of labor.
I think the major problem here is that when your ship dates are determined by third parties (an owner,in the case of Microsoft, or contractual obligations to a publisher, in the case of Activision) you then set your staffing levels according to what you can afford.After that's done, you've basically got only two sliders to adjust to fit the items in your design into the schedule: you either work people longer, or reduce scope.
I would guess that the existence of crunch in creative industries is resistance against deliberately reducing scope.
Aaaaa... Feature Creep.
Again, it depends on the management model, but generally if something isn't vital it gets dropped or pushed. Like... Like...
reading too much into a few things here...
by electricpirate , Monday, August 07, 2017, 12:17 (2752 days ago) @ Kahzgul
Bungie was in a state of crunch for virtually that entire period - based on Timmins' definition of crunch as, "whenever you're working at least 50 hours a week."
This is a joke, right? 50 hours? I never worked less than 60 hours a week in the 13 years I tested video games, except for the six months I worked 30 hours a week while being full-time enrolled in college. "Crunch" meant 80-100 hour weeks. Listen, I get that we shouldn't normalize more than 40 hour work weeks, but there's overtime and then there's crunch, and crunch in the gaming industry is fucking brutal. 50 hour weeks ain't it. The existence of this line makes much of the rest of the article feel like whining about nothing rather than solving a difficult and chronic problem. The writer undermined the whole thing, right here. Maybe Timmins does define anything over 50 as "crunch" but don't write the article in such a way that it draws a false equivalency between 50 hour work weeks and breaking a company's morale. Especially in this industry.
50 Hours a week is actually the commonly used benchmark in studies, that's probably why he's using that number.
"The Halo 2 crunch almost killed Bungie as a company," he said. "It is the most I've ever seen humans work in a year and a half. It was brutal.
50 hour work weeks didn't do that. UGH. This article makes Timmins sound like a whiny brat. I bet most of that year and a half was spent around 80 hour work weeks, not 50. 50 doesn't break a man the way 80 does. Last I'm going to say about the hours thing.
Halo 2 was far more than 50, as per his later comment ;)
"When your company is used to crunching, not relying on crunch to ship is now hard," he said. "Un-ringing that bell is very difficult. It requires changes to planning and culture, which takes a long time to do. It took us years and multiple games to move away from crunch philosophy."
I disagree here. If it took a long time to un-ring that bell, then the problem was the leadership. After your first game, you know how long it takes to make a game. Your experienced coders can say how many man hours of work you're looking at. You have a line producer whose entire job is to know how many hours things take and assign budgets to match. So at that point, you can set a schedule with no crunch, or set one with crunch, but you can't pretend that the crunch time is magically sneaking up on you and taking you by surprise. Back when I was testing, I could tell you that it took in the neighborhood of 300 man hours to properly test every possible combination of clothing and skate deck in a tony hawk game. We could assign 10 guys 30 hours of work and get it done in 3 days or we could assign 30 guys 10 hours of work and finish in a day. Or we could be giant dick bags and decide one guy was gonna do it all and work 100 hour weeks and finish in 3 weeks because hey, fuck that guy, right? But we NEVER got surprised by how long it took. Not once. Occasionally we'd roll the check into a new build because we didn't finish between releases, but - again - we were never surprised when that happened and, in fact, told the coders in advance what checks wouldn't be done in time for their planned pushes.
1st: That's not totally true. Games are hard! You realize something sucks and have to totally redo a section of the game (EG destiny 1's story). or some tech doesn't work. I think that's a pretty normal story, especially if you are working with new ideas or a new engine.
I think if this was as easy as your positing, we wouldn't see nearly so much Crunch.
Here's my take: When your company doesn't really give a shit about its employees, relying on crunch time to ship is easy. When you treat your employees as assets to be invested in instead of expenses to be minimized or resources to be exploited, planning to ship without using crunch is easy.
I think that's what he's saying, when your company accepts crunch as normal, you have to work really hard to break away from "WE CAN ask for crunch to get these things done. That's a cultural issue that takes time to change.
"You should take this seriously, but it's not free," Timmins said. "If I'm a manager, every report I have is about 10% of my time... It's really hard, and you're constantly going to have that pressure: 'Can't we just skip one on ones? Can't we just skip your goals for this period?'
Right here... He knows how much time things take. And then he immediately says he wants to cut corners. DUDE. The whole point of a crunch-free philosophy is that you plan ahead and consider how much time things take. So if you know how long these 1 on 1s take, then you schedule them such that you don't feel the time pressure to get them done by either working crunch hours on them or skipping the quality work altogether, and if you don't have enough man hours in the week to do all of your weekly tasks, you hire help. He's preaching no crunch while exactly providing an example of how management forces crunch on employees. I can see why it took so long to shift... they're bad at it, even if they want to be better. If the 1 on 1s take too much of his time, he needs to divide his management groups into smaller sets of people and hire more managers so everyone gets the attention they deserve.
"The answer is no. People management is more important than that one extra feature."
Or you could hire another manager and divide your workload, getting both done. Rule of thumb: You will be assigned more and more work until you ask for help or break. It's your responsibility to admit when you have been given too much to do. Yes, even if you're a manager.
Instead you have to tell upper management to chill the fuck out if mike wants some time off, and to guarantee everyone that they'll be able to come right back if they do need time. You go to bat for your team, you encourage them to take the time off, but man... Forcing someone to leave the office can easily be seen as not wanting them there. That's a dangerous game.
I've seen the opposite of this. Large amounts of easily consumable vacation often leave to very few people taking vacation. People get passionate about what they do, and they don't take their time.
it's over by four months and it's not going to fit. On Halo 2 I was that person, and before you know it I'm there every day until 4am and I never see my wife.
This right here is exactly why I quit my job in video games. My boss saw his wife once a month. I had turned off the gas and electricity at my apartment because I was home so rarely. I slept on a cot in the break room and showered at the gym next door. So yeah, crunch is bad. It's really, really bad.
UGH yup, I was doing a kids game and I was working 9:30-7:00, I'd get home at 7:45, put my kid to bed, maybe nap for 20 min, and start working again at 11, and finish up at 3-4AM to check in with the German team. After 6 weeks of doing this, AND being yelled at about the state of the project (mostly because the owner kept changing product direction and refused to change deadlines, and the place was just toxic), and expecting 24 hour email availability. I've moved to a casual mobile shop and I'm much happier.
"The majority of it is always having enough awesome ideas and things you want to build, so you always need to have that rigour. 'No, we can't do that, and that's okay.' The second you don't, the whole thing falls apart."
And then the last bit doesn't make sense to me. There's no such thing as "no we can't." You either need more people, more time, or more money, or some combination thereof, and anything is possible. You can't tell your boss "no" unless it's literally impossible (and I don't mean impossible for you, but completely, physically impossible). instead, you tell your boss you can do that in X amount of time, or with Y more people, or at a cost of Z. Maybe he's implying the "no we can't [do that with the number of people we have in the amount of time remaining]" but this article is not giving me total confidence in Bungie's understanding of the golden triangle of labor.
His implication there that saying no in the time allotted was pretty clear to me?

no-crunch development
by dogcow , Hiding from Bob, in the vent core., Monday, August 07, 2017, 13:26 (2752 days ago) @ Kahzgul
I agree with most of what you've said. Some good sage wise words there.
Bungie was in a state of crunch for virtually that entire period - based on Timmins' definition of crunch as, "whenever you're working at least 50 hours a week."
This is a joke, right? 50 hours? I never worked less than 60 hours a week in the 13 years I tested video games, except for the six months I worked 30 hours a week while being full-time enrolled in college. "Crunch" meant 80-100 hour weeks. Listen, I get that we shouldn't normalize more than 40 hour work weeks, but there's overtime and then there's crunch, and crunch in the gaming industry is fucking brutal. 50 hour weeks ain't it. The existence of this line makes much of the rest of the article feel like whining about nothing rather than solving a difficult and chronic problem. The writer undermined the whole thing, right here. Maybe Timmins does define anything over 50 as "crunch" but don't write the article in such a way that it draws a false equivalency between 50 hour work weeks and breaking a company's morale. Especially in this industry.
"The Halo 2 crunch almost killed Bungie as a company," he said. "It is the most I've ever seen humans work in a year and a half. It was brutal.
50 hour work weeks didn't do that. UGH. This article makes Timmins sound like a whiny brat. I bet most of that year and a half was spent around 80 hour work weeks, not 50. 50 doesn't break a man the way 80 does. Last I'm going to say about the hours thing.
I'd say at 45 hours you may be fine, above that it starts to add strain to home-life, especially if it's "normal". 45-50 hours may not put MUCH stress on the family @ home, but it does start to affect them. At over 50 hours the strain is notable. I don't think short stints of 50 hour weeks will break moral, but it does have a negative effect. So, I guess I'm saying I agree with Timmins at wanting to keep things below 50 hours a week. There's a cost paid for weeks over 50, and it's not just paid by the company or the employee.
50 hours/week, assuming 5 days a week that's 10 hour days, + an hour lunch + an hour (or more) commute + 8 hours sleep & you're at 4 hours "free" time, take an hour from that if your employees are taking time for their physical health (workout), another 30 minutes to get ready for the day and you're under 2 & 1/2 hours for "home life": help with dinner (1+ hour to prep, eat, & cleanup), help with homework (30-60 minutes), keep up your house & yard (30-90 min), and put the kids to bed (30+ minutes 45+ if you're reading to them), oh, wait I ran out of time a while ago, I still need to volunteer in my community, go to kids soccer games, and find time to spend with my wife so she doesn't go insane from lack of adult interaction or forget that she loves me.
Now when do I get to relax & watch netflix or play a video game? There's the weekend, but it's often filled up with things that I didn't have time to get to during the week. I guess I'll just sacrifice more of my sleep.
Keep that up for very long & you'll have unhappy burned out employees and families.
Destiny brought the final stage of the process: enforced vacation, a measure directly related to, "the crunch you want to do." Bungie gives its engineers 40 days off each year, but whether through paranoia or passion, a lot of employees simply weren't taking the opportunity for a break.
What? I used to force my team to take 15 minute breaks and they fucking hated me for it. I can't imagine forcing them to take 40 days off. Maybe if the entire company shuts down for 40 pre-selected days so that everyone can plan ahead, but you can't just tell mike in backend design that it's his 40 days and don't worry because joey the intern can totally handle his work while he's out. You can't hold a gun to someone's head and tell them to "relax."
I would agree with your team hating the forced 15 minute breaks. When I'm in the flow a break is the worst thing ever, but a meeting is worse than a 15 minute break. I'd prefer a manager protect my flow and also help me to be able to arrange my day so that I don't burn my eyes/brain out staring at a monitor for 5-10 hours straight.

no-crunch development
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 07, 2017, 14:20 (2752 days ago) @ dogcow
50 hours/week, assuming 5 days a week that's 10 hour days, + an hour lunch + an hour (or more) commute
What line of work are you in? It seems unusual that your lunch break is not included in your 10 hours. Even the crappy jobs I worked in high school gave me 30mins for lunch.

no-crunch development
by dogcow , Hiding from Bob, in the vent core., Monday, August 07, 2017, 14:34 (2752 days ago) @ Cody Miller
50 hours/week, assuming 5 days a week that's 10 hour days, + an hour lunch + an hour (or more) commute
What line of work are you in? It seems unusual that your lunch break is not included in your 10 hours. Even the crappy jobs I worked in high school gave me 30mins for lunch.
Software development, salaried. I wouldn't expect lunch break to count towards hours worked per week. If I were working 40 hours a week I'd expect to get in at 8 & leave by 5 (with a full hour lunch break, 8:30 - 5:00 w/ a 30 min lunch break). I believe that the "paid lunch break" is a benefit of years past. Tho' I'd expect the two 15 minutes breaks to be on company time.
Edit: also, as a salaried employee working a strict number of hours per week doesn't matter too much, getting the work done and being available for collaboration is what counts.

no-crunch development
by Kermit , Raleigh, NC, Monday, August 07, 2017, 15:49 (2752 days ago) @ dogcow
Edit: also, as a salaried employee working a strict number of hours per week doesn't matter too much, getting the work done and being available for collaboration is what counts.
This^. I work for a software company that promises 35-hour weeks. It's mythical at times, but when you're salaried, flexibility goes with the territory. Attention to work-life balance is cost-effective over time because of the talent you retain.
The gaming industry still takes advantage of people's enthusiasm to do the work, but as it matures, I expect it to get better. Someone already alluded to this, but older, more experienced workers demand some sort of balance. Glad to see Bungie making the effort.

no-crunch development
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 07, 2017, 16:14 (2752 days ago) @ Kermit
The gaming industry still takes advantage of people's enthusiasm to do the work, but as it matures, I expect it to get better. Someone already alluded to this, but older, more experienced workers demand some sort of balance. Glad to see Bungie making the effort.
I don't think getting rid of your older more experienced workers counts as an effort :-p
I agree with most of what you've said. Some good sage wise words there.
Bungie was in a state of crunch for virtually that entire period - based on Timmins' definition of crunch as, "whenever you're working at least 50 hours a week."
This is a joke, right? 50 hours? I never worked less than 60 hours a week in the 13 years I tested video games, except for the six months I worked 30 hours a week while being full-time enrolled in college. "Crunch" meant 80-100 hour weeks. Listen, I get that we shouldn't normalize more than 40 hour work weeks, but there's overtime and then there's crunch, and crunch in the gaming industry is fucking brutal. 50 hour weeks ain't it. The existence of this line makes much of the rest of the article feel like whining about nothing rather than solving a difficult and chronic problem. The writer undermined the whole thing, right here. Maybe Timmins does define anything over 50 as "crunch" but don't write the article in such a way that it draws a false equivalency between 50 hour work weeks and breaking a company's morale. Especially in this industry.
"The Halo 2 crunch almost killed Bungie as a company," he said. "It is the most I've ever seen humans work in a year and a half. It was brutal.
50 hour work weeks didn't do that. UGH. This article makes Timmins sound like a whiny brat. I bet most of that year and a half was spent around 80 hour work weeks, not 50. 50 doesn't break a man the way 80 does. Last I'm going to say about the hours thing.
I'd say at 45 hours you may be fine, above that it starts to add strain to home-life, especially if it's "normal". 45-50 hours may not put MUCH stress on the family @ home, but it does start to affect them. At over 50 hours the strain is notable. I don't think short stints of 50 hour weeks will break moral, but it does have a negative effect. So, I guess I'm saying I agree with Timmins at wanting to keep things below 50 hours a week. There's a cost paid for weeks over 50, and it's not just paid by the company or the employee.50 hours/week, assuming 5 days a week that's 10 hour days, + an hour lunch + an hour (or more) commute + 8 hours sleep & you're at 4 hours "free" time, take an hour from that if your employees are taking time for their physical health (workout), another 30 minutes to get ready for the day and you're under 2 & 1/2 hours for "home life": help with dinner (1+ hour to prep, eat, & cleanup), help with homework (30-60 minutes), keep up your house & yard (30-90 min), and put the kids to bed (30+ minutes 45+ if you're reading to them), oh, wait I ran out of time a while ago, I still need to volunteer in my community, go to kids soccer games, and find time to spend with my wife so she doesn't go insane from lack of adult interaction or forget that she loves me.
Now when do I get to relax & watch netflix or play a video game? There's the weekend, but it's often filled up with things that I didn't have time to get to during the week. I guess I'll just sacrifice more of my sleep.
Keep that up for very long & you'll have unhappy burned out employees and families.
After working 80-100 hour weeks for so long, anything 60 or less still feels like vacation to me, and it's been more than a decade since I did 80 hours in a week. I don't get to go to the movies as often as I like, but it's all relative, I'd say. 50 hour work weeks are typical in my job as a TV editor.
Destiny brought the final stage of the process: enforced vacation, a measure directly related to, "the crunch you want to do." Bungie gives its engineers 40 days off each year, but whether through paranoia or passion, a lot of employees simply weren't taking the opportunity for a break.
What? I used to force my team to take 15 minute breaks and they fucking hated me for it. I can't imagine forcing them to take 40 days off. Maybe if the entire company shuts down for 40 pre-selected days so that everyone can plan ahead, but you can't just tell mike in backend design that it's his 40 days and don't worry because joey the intern can totally handle his work while he's out. You can't hold a gun to someone's head and tell them to "relax."
I would agree with your team hating the forced 15 minute breaks. When I'm in the flow a break is the worst thing ever, but a meeting is worse than a 15 minute break. I'd prefer a manager protect my flow and also help me to be able to arrange my day so that I don't burn my eyes/brain out staring at a monitor for 5-10 hours straight.
No argument here. I was a terrible manager when I worked in video games. Who puts a guy with no management training, just out of college, being paid only $9.75/hr. in charge of a team of 300 people? Activision, that's who.

no-crunch development
by dogcow , Hiding from Bob, in the vent core., Tuesday, August 08, 2017, 11:40 (2752 days ago) @ Kahzgul
What? I used to force my team to take 15 minute breaks and they fucking hated me for it. I can't imagine forcing them to take 40 days off. Maybe if the entire company shuts down for 40 pre-selected days so that everyone can plan ahead, but you can't just tell mike in backend design that it's his 40 days and don't worry because joey the intern can totally handle his work while he's out. You can't hold a gun to someone's head and tell them to "relax."
I would agree with your team hating the forced 15 minute breaks. When I'm in the flow a break is the worst thing ever, but a meeting is worse than a 15 minute break. I'd prefer a manager protect my flow and also help me to be able to arrange my day so that I don't burn my eyes/brain out staring at a monitor for 5-10 hours straight.
No argument here. I was a terrible manager when I worked in video games. Who puts a guy with no management training, just out of college, being paid only $9.75/hr. in charge of a team of 300 people? Activision, that's who.
I applaud the sentiment & desire behind your policy though :) . The "sharpen the axe" principle. If I'm stuck on something or burning out that forced 15 minute break could certainly help.

Not buying it- smells like bullshit.
by Revenant1988
, How do I forum?, Saturday, August 05, 2017, 09:54 (2755 days ago) @ Kermit
- No text -

Not buying what?
by Xenos , Shores of Time, Saturday, August 05, 2017, 10:08 (2755 days ago) @ Revenant1988
That there hasn't been a studio-wide mandatory crunch? I'm not seeing how that's a hard claim to believe, especially with the sheer number of employees Bungie has now (at least 750 employees as of last year). I'd actually be more surprised at this point if they DID have mandatory studio-wide crunch for almost EIGHT HUNDRED employees. The rest of the "claims" in the article are about philosophies, something that's always a little bit bullshit anyway.

Not buying what?
by Revenant1988
, How do I forum?, Saturday, August 05, 2017, 18:57 (2754 days ago) @ Xenos
That there hasn't been a studio-wide mandatory crunch? I'm not seeing how that's a hard claim to believe, especially with the sheer number of employees Bungie has now (at least 750 employees as of last year). I'd actually be more surprised at this point if they DID have mandatory studio-wide crunch for almost EIGHT HUNDRED employees. The rest of the "claims" in the article are about philosophies, something that's always a little bit bullshit anyway.
Aaaaaand there it is (emphasis mine).
You mean to tell me, that you honestly think, there weren't people at Bungie working (as Timmins says) 50+ hours?
That didn't want to? (hell, let's include 'wanted to' as well)
Bull.Shit.
You can't say "there wasn't a crunch! Well, for most people there wasn't."
Not the same thing.
Nope.
What the article says, is that they've gotten better at managing their people, thus reducing the severity of the crunch.
I'd LOVE, LOVE to see some comments from the contractors, engineers and testers, regarding Timmins statements.
I'd LOVE, LOVE to see some comments from the contractors, engineers and testers, regarding Timmins statements.
Me too. Wasn't there that big story a few years back about Bungie's awful treatment of contractors? I'd be curious to know how that's going now. The entire gaming industry feels like it needs a drastic change, honestly. I'm no solely shitting on Bungie here. It feels like a fundamentally broken system, and I honestly can't see how anyone works in the industry. I certainly wouldn't, passion be damned.
I'd LOVE, LOVE to see some comments from the contractors, engineers and testers, regarding Timmins statements.
Me too. Wasn't there that big story a few years back about Bungie's awful treatment of contractors? I'd be curious to know how that's going now. The entire gaming industry feels like it needs a drastic change, honestly. I'm no solely shitting on Bungie here. It feels like a fundamentally broken system, and I honestly can't see how anyone works in the industry. I certainly wouldn't, passion be damned.
I shifted away from pursuing it after attending a GDC and research. The meat grinder would have destroyed me. I ended up turning to the non-gaming science/military contract programming world. And im still able to enjoy games.
I'd LOVE, LOVE to see some comments from the contractors, engineers and testers, regarding Timmins statements.
Me too. Wasn't there that big story a few years back about Bungie's awful treatment of contractors? I'd be curious to know how that's going now. The entire gaming industry feels like it needs a drastic change, honestly. I'm no solely shitting on Bungie here. It feels like a fundamentally broken system, and I honestly can't see how anyone works in the industry. I certainly wouldn't, passion be damned.
Ten years ago I thought they would have to unionize to protect the programmers from abuse. Nothing about that has changed.

Not buying what?
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 07, 2017, 18:31 (2752 days ago) @ Kahzgul
I'd LOVE, LOVE to see some comments from the contractors, engineers and testers, regarding Timmins statements.
Me too. Wasn't there that big story a few years back about Bungie's awful treatment of contractors? I'd be curious to know how that's going now. The entire gaming industry feels like it needs a drastic change, honestly. I'm no solely shitting on Bungie here. It feels like a fundamentally broken system, and I honestly can't see how anyone works in the industry. I certainly wouldn't, passion be damned.
Ten years ago I thought they would have to unionize to protect the programmers from abuse. Nothing about that has changed.
Because they never unionized.

Not buying what?
by Xenos , Shores of Time, Saturday, August 05, 2017, 19:21 (2754 days ago) @ Revenant1988
That there hasn't been a studio-wide mandatory crunch? I'm not seeing how that's a hard claim to believe, especially with the sheer number of employees Bungie has now (at least 750 employees as of last year). I'd actually be more surprised at this point if they DID have mandatory studio-wide crunch for almost EIGHT HUNDRED employees. The rest of the "claims" in the article are about philosophies, something that's always a little bit bullshit anyway.
Aaaaaand there it is (emphasis mine).You mean to tell me, that you honestly think, there weren't people at Bungie working (as Timmins says) 50+ hours?
That didn't want to? (hell, let's include 'wanted to' as well)
Bull.Shit.
Right that's my point. That's NOT what the article says at all! It just says they don't have studio wide crunch, which is what almost killed the company after Halo 2. Having teams have to work overtime from time to time happens, that's inevitable with deadlines, but not having the majority of the company have to work overtime all at the same time (or even in waves as they finish their projects) is a huge change from how they worked before, which is what they are claiming. They never once say they didn't have mandatory crunch, they specifically say they don't have full or studio-wide mandatory crunch. So you're calling bullshit on a claim they're not even making.

Not buying what?
by Revenant1988
, How do I forum?, Sunday, August 06, 2017, 00:07 (2754 days ago) @ Xenos
That there hasn't been a studio-wide mandatory crunch? I'm not seeing how that's a hard claim to believe, especially with the sheer number of employees Bungie has now (at least 750 employees as of last year). I'd actually be more surprised at this point if they DID have mandatory studio-wide crunch for almost EIGHT HUNDRED employees. The rest of the "claims" in the article are about philosophies, something that's always a little bit bullshit anyway.
Aaaaaand there it is (emphasis mine).You mean to tell me, that you honestly think, there weren't people at Bungie working (as Timmins says) 50+ hours?
That didn't want to? (hell, let's include 'wanted to' as well)
Bull.Shit.
Right that's my point. That's NOT what the article says at all! It just says they don't have studio wide crunch, which is what almost killed the company after Halo 2. Having teams have to work overtime from time to time happens, that's inevitable with deadlines, but not having the majority of the company have to work overtime all at the same time (or even in waves as they finish their projects) is a huge change from how they worked before, which is what they are claiming. They never once say they didn't have mandatory crunch, they specifically say they don't have full or studio-wide mandatory crunch. So you're calling bullshit on a claim they're not even making.
LOL.
K.

I dreamed a dream.
by INSANEdrive, ಥ_ಥ | f(ಠ‿↼)z | ᕕ( ᐛ )ᕗ| ¯\_(ツ)_/¯, Saturday, August 05, 2017, 13:14 (2754 days ago) @ Kermit
For those of you who don't know about the front page:
http://www.gamesindustry.biz/articles/2017-08-04-bungies-13-year-battle-to-kill-crunch-culture
I know that Bungie has been trying to figure this out for a while, and it pleases me to no end that they have.
I have such horribly jaded glee with this.
I'm of the feeling that there will always be crunch in not only the video game industry, but creative industries at large. It's just the nature of the beast. Men and Women aren't in their position by accident (usually!), so they all love what they do. Problem is it tends to get exploited because it can be. Best part is, it's not overtime - it's cruchtime. Totally different you see.
Ignoring so many other factors, if the jest of what is being claimed is that there are somehow no more - "The coming two weeks will be mandatory crunch weeks", then that is fantastic. Yet there will always be crunch in some form I'm afraid. Always that specter, and since this is business things can get very clever and have the same result.
Take deadlines for example. Say there was an underestimation of the time claimed a task would take (and the manager says the deadline can't be moved), or there is a bug or some sort of unknown that doesn't get quantified in till you get into the thick of it ("Packing for flat-lands, but get a mountain"), well then your options are to volunteer crunch time, or nuke yourself and miss the deadline. Grab some popcorn! I wonder what happens next! It's all a rough example but the jest is there.
In the end it's all really just a reflection of the people you work with. Does your well being matter, or are you just another pawn in a pump and dump work environment? That's all this really is claiming. Bungie doing what they can to make sure their work space allows quality work to get done, instead of "work for the sake of doing work".

no-crunch development
by Kermit , Raleigh, NC, Sunday, August 06, 2017, 14:08 (2753 days ago) @ Kermit
edited by Kermit, Sunday, August 06, 2017, 14:41
You cynical bastiches. What a bummer.
- No text -
- No text -

+½
by INSANEdrive, ಥ_ಥ | f(ಠ‿↼)z | ᕕ( ᐛ )ᕗ| ¯\_(ツ)_/¯, Sunday, August 06, 2017, 19:28 (2753 days ago) @ Kermit
(Rhetorical) What does it mean when the young are old, and the old are young?
(Rhetorical) What does it mean when the young are old, and the old are young?
Maybe the old feel no need to demonstrate their vast knowledge. Maybe they know the limits of that knowledge (e.g. having heard the stories from ex-Bungie employees, they nonetheless don't presume to push what could be a biased narrative at every opportunity). Maybe irony bores them, and celebrating good news related to something they love feels better than the little rush they'd get from being a wise ass.

Response to the Rhetorical
by INSANEdrive, ಥ_ಥ | f(ಠ‿↼)z | ᕕ( ᐛ )ᕗ| ¯\_(ツ)_/¯, Tuesday, August 08, 2017, 10:46 (2752 days ago) @ Kermit
(Rhetorical) What does it mean when the young are old, and the old are young?
Maybe the old feel no need to demonstrate their vast knowledge. Maybe they know the limits of that knowledge (e.g. having heard the stories from ex-Bungie employees, they nonetheless don't presume to push what could be a biased narrative at every opportunity). Maybe irony bores them, and celebrating good news related to something they love feels better than the little rush they'd get from being a wise ass.
Is that what you see? I can get that. Have you ever crunched? I, myself, don't think so.
I say this because if you ever had, I expect you wouldn't be so surprised at the response. What you are reading, for the most part - isn't youth demonstrating vast knowledge for the sake of it. They are war stories. (That's my take on it)
What does it mean when the young are old, and the old are young? ;)

Response to the Rhetorical
by Kermit , Raleigh, NC, Tuesday, August 08, 2017, 11:52 (2751 days ago) @ INSANEdrive
(Rhetorical) What does it mean when the young are old, and the old are young?
Maybe the old feel no need to demonstrate their vast knowledge. Maybe they know the limits of that knowledge (e.g. having heard the stories from ex-Bungie employees, they nonetheless don't presume to push what could be a biased narrative at every opportunity). Maybe irony bores them, and celebrating good news related to something they love feels better than the little rush they'd get from being a wise ass.
Is that what you see? I can get that. Have you ever crunched? I, myself, don't think so.
Since I started working in tech I've had many late nights, but nothing like crunch. I worked as an office manager for a small company where the owner and I sometimes pulled all-nighters because we'd bitten off more than we could handle. Before that I worked 80-hours a week for three months at a time. So no, I haven't crunched, but that doesn't limit my ability to imagine it. I've considered working in the industry, but crunch is a major deterrent. I'm happy to see movement toward a more reasonable schedule.
I say this because if you ever had, I expect you wouldn't be so surprised at the response. What you are reading, for the most part - isn't youth demonstrating vast knowledge for the sake of it. They are war stories. (That's my take on it)
War stories are fine. Guess I just expected a more positive response.
no-crunch development
by grantixtechno, Monday, August 07, 2017, 09:30 (2753 days ago) @ Kermit
Honestly, when I read most of these types of articles (which seem to be coming out more frequently recently) about leadership style changes and management changes within Bungie... it just seems like a no brainer to me.
The most important thing I took from my 7 years in the Army was how to be a leader and how to manage your employees. It's something that the Army has excelled at for decades now, and not merely in a military manner.
When I see articles like this, it just makes me thing like... maybe more video game companies need to invest money into sending managers and leaders to corporate leadership classes, or something similar. It's a necessity to have good leaders and managers in such a stressful environment such as video game development.

no-crunch development
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 07, 2017, 10:04 (2753 days ago) @ grantixtechno
Honestly, when I read most of these types of articles (which seem to be coming out more frequently recently) about leadership style changes and management changes within Bungie... it just seems like a no brainer to me.
All of that is well and good, but that's not going to help when Jason Jones wants to change the story when you've already done your mo-cap and voice recording. When he changes his mind and wants an overhaul and you have to ship… well people are going to crunch.
Just ask Joe.
Honestly, when I read most of these types of articles (which seem to be coming out more frequently recently) about leadership style changes and management changes within Bungie... it just seems like a no brainer to me.
The most important thing I took from my 7 years in the Army was how to be a leader and how to manage your employees. It's something that the Army has excelled at for decades now, and not merely in a military manner.
When I see articles like this, it just makes me thing like... maybe more video game companies need to invest money into sending managers and leaders to corporate leadership classes, or something similar. It's a necessity to have good leaders and managers in such a stressful environment such as video game development.
YES! Holy god, YES. There were, as far as I could tell, zero management courses when I worked EA, Fox, Mindscape, and Activision. None at all. You know how you got to be a team lead? Be being reliable. That's it. Heck, at Activision they would promote terrible employees simply because they'd been there a long time. One guy, within actual seconds of being promoted to team lead, started giving the only girl on his team a backrub and said to her, "So... I hear you're attracted to men with power." He was fired so quickly the rest of the people there didn't even have time to gasp. And being production team lead just was "Hey, who wants to be the team lead?" and whoever volunteered was it. At the time I volunteered, the team was two people. At the end of the cycle, it was 300. I don't know how they expected me to be a good manager, because I definitely was not one. I had to go out, on my own, and read loads of management handbooks in order to become better at it (years later and in a different industry).
Anyway, yes, they need to provide management training BADLY, but they won't because (a) corporate views testers as swine (b) they're 90% right, only about 10% of the testers they hire are any good, mostly because they hire literally anyone so they can make the shareholders happy with how many testers they hired, (c) spending more money on management training would not directly result in more money for the company, and would thus make the shareholders unhappy... It's a bad, bad environment that would benefit greatly from training.
PS: The military guys I've worked with have all been terrific, both in the game industry and out. Always reliable!

no-crunch development
by INSANEdrive, ಥ_ಥ | f(ಠ‿↼)z | ᕕ( ᐛ )ᕗ| ¯\_(ツ)_/¯, Monday, August 07, 2017, 19:29 (2752 days ago) @ Kahzgul
... One guy, within actual seconds of being promoted to team lead, started giving the only girl on his team a backrub and said to her, "So... I hear you're attracted to men with power." He was fired so quickly the rest of the people there didn't even have time to gasp. ...
Somehow I didn't know it was possible to both laugh out loud and totally face palm at the same time, in one fluid motion.
Geeze. >_<

no-crunch development
by dogcow , Hiding from Bob, in the vent core., Monday, August 07, 2017, 12:04 (2752 days ago) @ Kermit
For those of you who don't know about the front page:
http://www.gamesindustry.biz/articles/2017-08-04-bungies-13-year-battle-to-kill-crunch-culture
I know that Bungie has been trying to figure this out for a while, and it pleases me to no end that they have.
The crunch is why I never pursued a career in the game dev business. And thanks for posting this. It's been a while since I hit the front page...
crunch is satan
by General Battuta, Tuesday, August 08, 2017, 06:46 (2752 days ago) @ Kermit
edited by General Battuta, Tuesday, August 08, 2017, 06:57
I can't even begin to guess the number of people the industry's lost to 100-hour weeks months on end. You could get years of happy and increasingly skilled productivity out of an artist or designer, but you wring them dry in eighteen months to hit the ship date and they never work on games again.
No crunch at Bungie would be cool. The happiest people I knew there just left at six every day and went back to their lives.
e: i would call crunch worse than being in a phd program and that's something else
I can't even begin to guess the number of people the industry's lost to 100-hour weeks months on end. You could get years of happy and increasingly skilled productivity out of an artist or designer, but you wring them dry in eighteen months to hit the ship date and they never work on games again.
No crunch at Bungie would be cool. The happiest people I knew there just left at six every day and went back to their lives.
e: i would call crunch worse than being in a phd program and that's something else
Agree on all counts.