bobisimo said:
Nutcase said:
... research shows that over a longer time anything over 50 hours per week doesn't even help in producing more. It's merely stupid for everyone involved. ... perpetuating low expectations and stupid ways of working for no reason, and in doing so, setting up its students for exploitation.
I've worked in the industry for many years and am now an instructor at a similar game school, and I agree with you completely. People within the industry need to fight the senseless practice of "crunch" and work toward creating more efficient practices and better-organized scheduling. Every time a team has an extended crunch, it shows the project has undergone failures. I warn my students that crunch is a likely possibility, but I don't force them to endure it in preparation of that possibility. I'd rather spend my time encouraging them to help the industry grow in its maturity and stability by resisting antiquated conventions, and educate them on all the reasons why crunch doesn't work.
I notice a lot of people questioning the Guildhall's use of crunch as part of the curriculum. I think that an important point about that is being missed here. Namely, that crunch is a necessary evil for a student.
For the record, I also am a Guildhall graduate who is now gainfully employed at a AAA studio as a designer/scripter. In fact, ChemicalAlia and I were in the same cohort (C11 represent). I also had little-to-no experience in level design prior to attending.
No one here is trying to argue that crunch is a good thing, or that it's an optimal (if sometimes necessary) working condition. Here are a couple of things to consider, though:
1) Anyone who goes to the Guildhall is extremely passionate about making games. In fact, during the admissions process one thing that they try to make sure of is that the people who start the program are certain about this. This isn't a program for people who think that making games "sounds like it could be pretty cool." It's for people who know that what they want to do more than anything is work in this industry. Keeping this fact in mind,
2) Guildhall is an arms race. Now, I met some great people while attending--people I'm delighted to call my friends--but at the end of the day I knew that, along with everyone else in in the mod community and other experienced devs, these friends were also my competition. So while it was always friendly and everyone was ALWAYS helpful, everyone's constantly trying to top each other.
Combine extreme passion with heightened competition, and suddenly this thought starts popping into your head on a regular basis: "Aw crap. It's midnight. Now, technically I am done with this assignment, but I bet if I did [something] it would be so much better...plus I bet [classmate] is still up working." Next thing you know it's 12:50PM and you're racing to zip up and submit your assignment that's due at 1PM. That or you're working on a group project and you think to yourself, "Yeah, I could stop now, but it's not the best level it could be. I feel like I'd be letting my teammates down if I didn't do everything that I could." No sleep yet, and you've got another thing due the next day. Rinse, repeat. "Should I keep going?" ceases to be an issue, and it becomes more a question of "Can I keep going?" If yes, keep going.
For the record, the Guildhall NEVER forces people to work any certain amount of hours outside of class. There is no "20-hour lab time." In fact, the building shuts down at 1AM to encourage students to stop working for the day (a policy we'd bemoan and petition to change over and over again to no avail). They do, however, give you plenty of work. Some students could call it quits at midnight and be perfectly happy with what they've done. The rest of us got hired. Ultimately, the guy sitting across from us in the interview wasn't going to know or care how much sleep we needed to get while finishing whatever portfolio piece. All he cares about is how good your stuff is when compared to everybody else's that's out there.
So yeah, there's crunch, but it's self-induced 99.9% of the time (as Drew Murray would say, "Hard Work > Talent"). The students at the Guildhall are passionate about making games and want to work in this industry literally more than just about anything. This can easily translate to "I will work insane hours to achieve my goal." At the same time, my tenure there contains some of the most fun I've ever had. I was glad to do the work and lose all that sleep for the right to be where I am, and *gulp* I'd probably do it all again if I had to.