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I guess it kinda depends on how your company does "crunch". I've been lucky in that in the crunches I've been involved in, although I've worked nights and week
by pm90 9y ago
I guess it kinda depends on how your company does "crunch".
I've been lucky in that in the crunches I've been involved in, although I've worked nights and weekends, we had a good division of responsibilities and guards against overworking. So while the team was through a multi-week crunch, I personally would be working only for a week and half stretch. But perhaps that is not what you mean by crunch.
I guess my point is that occasionally it isn't bad to have a tight deadline and give it your everything to get it to work. If you do get it done, it feels mighty good. But I agree that it wouldn't be something I would like to do on a regular cadence.
- vvanders 9y agoA week and a half isn't crunch though, I'm talking about sustained long hours over a month or more(usually 4-6 months). Working a strong week is totally fine if followed by some recovery time. As long as it doesn't go longer than 2 weeks that's possible to do without destroying productivity, although you still run the risk of burning out your employees.
- JBlue42 9y agoI think the original idea of 'crunch' is that short period but games (and, in my experience, vfx) tend to just normalize that constant long hours (though they'll hire you saying that hours only get bad at peak times without mentioning that it's always a 'busy' time).