Homefront Studio Responds to Crunch Time Complaints

Andy Chalk

One Flag, One Fleet, One Cat
Nov 12, 2002
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Homefront Studio Responds to Crunch Time Complaints


Homefront [http://www.amazon.com/Homefront-Xbox-360/dp/B003Q53VZC/ref=sr_1_1?ie=UTF8&qid=1295294698&sr=8-1] studio Kaos Studios says working ten hour days is not "unique or abhorrent" and suggests that whoever is complaining about it should bear in mind that a lot of people in other industries are working long hours too.

"Crunch time," for those unfamiliar with the term, is the span between a project's due date and the moment at which everyone realizes that there's no way they're going to make it unless they start going balls-to-the-wall full throttle. It's not especially pleasant but like many such things, getting through it is also kind of a badge of honor; you manned up, toughed it out and got the job done. But at least one employee at Develop [http://www.kaosstudios.com/] to complain about the stress that the Homefront crunch is causing.

"We have been crunching for the last six months or so at ten hours a day and if we did not hit our bug goal that week we would have to come one weekend day as well for six days a week," he said. "Over the holiday many of us were on call and unable to leave to see our family or do whatever. And now we are in seven-day-a-week crunch mode."

He further complained about the lack of resources and over-commitment that led to the necessity of a drawn-out crunch, blaming it on "inconsistent" management, and added that "people at Kaos do not want to hear THQ [http://www.thq.com] publicly say things that glorify crunch time."

But while THQ Vice President Danny Bilson told CVG [http://www.computerandvideogames.com/article.php?id=283738] that the company wants to "reduce the length of crunch" with better production planning from the very beginning of the development cycle, Kaos Studios General Manager David Votypka took a bit of a tougher stance, acknowledging some of the anonymous complaints but saying that all things considered, the crunch situation really isn't all that bad.

"After only requiring core hours based on an eight hour day for two and a half years, we needed to increase our velocity heading into our final Alpha/Beta phases. If this seems unique or abhorrent, I would have to suggest that any assessment regarding a ten hour work day would need to consider a much larger segment of the American workforce," Votypka said in a point-by-point response to the complaint. "Digital media companies, marketers, PR, even accountants in various industries throughout the nation, work ten hour days regularly, 52 weeks per year. Out of the three year project life cycle this has been less than 20 percent of the project time, and many staff (who have finished their critical work on the game), are currently back to an eight hour day."

He also revealed that while some employees have to come in on occasional Saturdays to catch up with bugs, the studio has set daily targets to help avoid that situation whenever possible and to allow for early departures when it's not. "Feedback from the team was that they wanted to maintain a level of control over their work schedule, so the policy we ended up using was goal based," he explained. "There have been weeks we avoided Saturday work, there have been weeks we haven't, and there have been weeks we went home at noon."

I don't claim to be an expert in such matters but for an awful lot of people, working ten hours a day with an occasional Saturday thrown into the mix isn't crunchy at all, it's a normal work week. The schedule also contrasts with the CBS [http://www.amazon.com/Doom-3-Pc/dp/B00006C2HA/ref=sr_1_1?ie=UTF8&qid=1295295586&sr=8-1] reported that employees had been pulling 80-hour weeks and sometimes sleeping in the office for the better part of a year. I'm inclined to think that Votypka's advice that the put-out employee take a look around at what other people are doing is right on the money.

Homefront comes out on March 8 for the PC, PlayStation 3 and Xbox 360.


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Danpascooch

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Apr 16, 2009
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10 hours a day isn't nuts for crunch time, nor is 6 or 7 days a week.

What IS nuts is when those long work hours and extra days last for SIX MONTHS. That's a little crazy.
 
Jul 22, 2009
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All of this sounds so stressful and downright difficult...

I suppose it bodes well for me being a game developer that I actually quite like the sound of this :D Putting in all that effort just to see it pay off big time!
 
Aug 25, 2009
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Over Summer I worked 12-13 hour days for three months solid, weekends included, with only the occasional day or half day off. I think the longest I worked continually was 72 days without a single break. At 13 hours a day of manual labour.

For some reason I find it much harder to sympathise with people who complain about working 'such long hours' or 'such hard jobs' anymore. My dad has been working minimum ten hour days for over fifteen years as well as the occasional up to eighteen hour day with ten hour day right after, not all weekends but a lot of weekends included, and he's in his fifties.

My fellow students really annoy me about stuff like this. 'Oh I worked so hard over summer, I had a job that I had to be up at nine for, and I had to work from ten to five, it was so hard.' No it bloody wasn't.

Call me when you start working longer than ten hours and for more consecutive days.

I suppose a little bit of on topic, every company has crunch time, some have more, some have less, and being part of the company means accepting that sometimes you'll have to really pull your weight.
 

TheRealGoochman

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Apr 7, 2010
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I personally am dying to break into the gaming industry, I would sleep in the office if I had to and do it for free. ANYTHING to get my foot in the door.

Why the heck are they complaining?!?!?!?!?!
 

HentMas

The Loneliest Jedi
Apr 17, 2009
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being a regular worker

i get up at 7 to be by 8 at work, then i work up untill 12 and have a break of 1 hour to eat lunch, at 1 i get back to work untill i am needed, sometimes its 5 and i´m already out, sometimes i get out at 8

considering i mostly get out at 6 those are 9 hour a day, five days a week, 180 hours a month

of course i sometimes have to get in the office on saturays and sundays deppending on the workload

and this has being for 4 years, having no vacation except the ones implemented by the goverment, that means my work NEVER ends, NEVER, there is no goal, there is no finish line, there is no real "WE CAN FINALY STOP WORKING!"

so excuse me if i call this guy an irresponsible, delutional, whiny jerk that has no sense of what does it mean to really WORK

considering i make rougly "$10,000" dollars a year, i bet that guy makes double at least, let alone the damn "bonuses" he earns if he gets the bugs out in time or certain requirements are met.
 

Bretty

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Jul 15, 2008
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HentMas said:
I agree man. This guy can put a sock in it!

Ohhhhh 10hour days!!!! OMG!!!! I pulled two 12 hour days last week just to catch up from my Xmas hols.

Grow up, D'Bag!
 

Outlaw Torn

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Dec 24, 2008
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A 10 hour day? Oh no! I imagine they've conveniently forgotten all of those days early in development they probably spent pissing around with marshmallow guns and not getting anything done. Now they have to work to catch up they blame the higher ups. It's not like they are the only people having to work that long, they even get the luxury of comfy chairs and air conditioning I'd imagine. The horror.
 

teh_gunslinger

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Dec 6, 2007
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For what it's worth, at my old job at a factory a lot of people had 10-12 hour weekdays with a lot of Saturdays thrown in for good measure. And most of those people had worked there for 5 years or more. I remember one guy doing 14 hours per day for 3 months straight. I'd wager that ours wages were lower than the ones paid at this studio.
So forgive me if I don't really care about those complaints.
 

Therumancer

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Nov 28, 2007
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Well, I think this says a lot about the gaming industry itself. The point here being that the promoted stereotype of the underpaid, ultra-hard-working, game coder is so much hooie for the most part. I think the issue is that the industry is full of overpaid goof offs that cry when they actually wind up have to work like they are doing a real job.

I think the problem has a lot to do with how these things are financed. Basically game developers tell the producers how much money they will need to make a game, OR borrow money themselves based on how much they want to make for the period they plan to develop through. Once game development starts, these guys have already got their payroll, barring internal politics or drama they are guaranteed to get paid for that development time at whatever rate they agreed upon. "Crunch time" is pretty much when someone realizes that the dev time and money pile is about to end, and if they want ANOTHER long period of time, not to mention whaever pay raises they think they deserved, they need to knuckle under and actually do
some work. With rare exception, most cases seem a lot like this, with the horrible "crunch" being what amounts to a normal work day being forced on people who pretty much don't work. Whether it's this issue, the rockstar wives, or whistleblowers in the spirit of the EA Louse (though his motive is differance, we've heard similar things about working conditions before).

In the end I think people will forget about this issue next time the issue of industry paydays and work ethics, and how they affect the prices to you the consumer comes up.

See, in my mind if this is "crunch time", just imagine how much faster and cheaper games could get out there if this was how things were all the time. You know the "backbreaking, mind killing labour" (lol) that is a normal work day, and what we pretty much assumed these guys were doing to begin with. Of course then again it's also seemed to me that game developers have implied ther were pulling 12-14 hour work days regularly on the code grindstone. I don't consider a lot of management/personality types involved in some of these companies to be "working" (and they are the ones most likely to wind up be referred to) since for them it's mostly a social thing and a glorified hobby. The worker is the guy who sits in a cubicle and actually does the coding/design work hunched over his desk. For a Bobby Kotick for example his "work day" probably includes things like zipping around on his private jet, with his biggest worry being whether his personal stewardess is going to accuse him of harassment again.
 

Critical_Sneeze

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Oct 19, 2010
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HentMas said:
considering i make rougly "$100,000" dollars a year, i bet that guy makes double at least, let alone the damn "bonuses" he earns if he gets the bugs out in time or certain requirements are met.
$200,000?! For being what is presumably a game programmer? Isn't the average salary between $50-90,000?
 

HentMas

The Loneliest Jedi
Apr 17, 2009
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Critical_Sneeze said:
HentMas said:
considering i make rougly "$100,000" dollars a year, i bet that guy makes double at least, let alone the damn "bonuses" he earns if he gets the bugs out in time or certain requirements are met.
$200,000?! For being what is presumably a game programmer? Isn't the average salary between $50-90,000?
i already corrected the added Zero, when i made the calculations i was thinking in "Mexican Pesos" which is where i live
 

SilentHunter7

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Nov 21, 2007
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MelasZepheos said:
Over Summer I worked 12-13 hour days for three months solid, weekends included, with only the occasional day or half day off. I think the longest I worked continually was 72 days without a single break. At 13 hours a day of manual labour.

For some reason I find it much harder to sympathise with people who complain about working 'such long hours' or 'such hard jobs' anymore. My dad has been working minimum ten hour days for over fifteen years as well as the occasional up to eighteen hour day with ten hour day right after, not all weekends but a lot of weekends included, and he's in his fifties.

Yeah, but did he get paid for those hours? I'm pretty sure you don't get paid by the hour in software development, and I've yet to see a single person who would want to work hours for no pay. Also, if they're bitching like this, I doubt the company was advertising 10-hour work days, 7 says a week, when they hired their programmers.

I suppose a little bit of on topic, every company has crunch time, some have more, some have less, and being part of the company means accepting that sometimes you'll have to really pull your weight.
When everyone is resorting to crunch time, I think that speaks to a larger problem in the industry. Asking your employees to work more than what they signed on for should be a last resort, not a common practice. If the management was worth anything, they would've factored in delays and problems into their time estimate when they pitched their game to the publisher. Unless something catastrophic happened during development, the fact that they needed a 6-month-long crunch speaks to how poorly the development cycle was planned out. Or that they factored a protracted crunch period into the estimate, in which case the employees should have been informed that they will be working 10 hours a day, 7 days a week when they were hired.
 

TheXRatedDodo

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Jan 7, 2009
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Whether this is normal for any form of work or otherwise, I defy you to tell me humans were meant to live like this.

Surely this doesn't help morale which must in turn have a negative effect on the quality of the work and thus the quality of the game? Screw the consumers, developers are people too.