"Crunch is not the same thing as just rummaging: it is a special type of a long trail, typical of the gaming industry."From the preface to the Russian edition of the book Blood, Sweat and Pixels.
In fact, the interview was only about the work on narration and dialogue, and not about all the processes in the studio. After seven years of development, the team of leading screenwriters — Mike Unsworth, Rupert Humpfries, Laszlo Jones, and I — have been actively finishing all three weeks. Three weeks, not three years. We have been working together for 12 years and we are always doing this, we feel that we have to do this in order to complete everything. After so many years of working on the project, it was necessary to double-check and finalize everything.This is not to say that the statement completely put out the fire, because the crunch has one peculiarity. Often they are voluntarily forced. People start to recycle out of solidarity with their colleagues. Recycling becomes the unspoken norm, and in the end, if you get up and go home at seven in the evening, they treat you with censure.
But most importantly, we do not demand such an approach from the rest. The company has Sinioras, which are very invested in the project, and this is evident from the final quality of the games. But additional input is a choice. Many Sinioras work in the most usual way and do it productively - it's just that I am not one of them. No one, neither shiniorov nor junior, we do not force to recycle.
I have never worked more than 50 hours a week (and this is more likely an exception), but usually I have from two to six paid overtime hours a week.
I get paid for processing from one and a half to two times more, if 8 extra hours a week are recruited or 12 hours more in one day - all according to California laws. Also for all three and a half years at Rockstar I was asked to work on the weekend once or twice.
RDR 2 was one of the least stressful projects in my life. My team and I were able to find a healthy balance between life and work, which always seemed like a holy grail in the gaming industry. Once I caught pericarditis - it is an infectious heart disease - and I had to go to the hospital. I went to work the next day, and as soon as HR found out about it, they sent me home by taxi and gave me a week-long vacation. They said not to come back until the doctor allowed, although I wanted to work.
In two years of working on RDR2, I didn’t have nearly 100 hours a week. Of course, there were crunches, but nothing extraordinary. We worked on the game by the sweat, but no one pressed on us. Maximum work 60 hours per week.
During the time that I am in the company, workflows have improved significantly. The crunch on RDR 2 was much softer than on GTA V when I worked more than 70 hours a week for a whole month (although the boss drove me home).However, there were also anonymous messages that came to journalists. For example, VG247 published this :
Not all studios pay for processing. We are definitely not paid. Many departments write that no one forces them, but I doubt that you will see many tweets from designers and testers. For example, I regularly work more than 50 hours a week from the moment I came here.
Source: https://habr.com/ru/post/427207/
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