[QUOTE=shawner;6504]I’m now seeing a lot of people that are now working crazy hours, for no pay because someone else didn’t schedule properly.
It makes me pretty upset that this still goes on. And the worker bees just work their asses off, for moderate to little reward.[/QUOTE]
You, sir, get it. And even when I’m working 80+ weeks, I still hold the same view. A lot of my crunch is self-inflicted. I get a lot of leeway in doing things how I think they should be done and I make sure I deliver on time. On the other hand, if I am covering someone else’s misschedule or bad work, I make sure everyone knows about it.
So ultimately I feel it comes down to something quite clear:
You are obligated to crunch to meet deadlines you commit to. If you say, this will be done in 2 weeks, and you’re behind, you crunch to get it done on time.
If you are being compensated, or it is an extraordinary circumstance, crunch should be optional.
Otherwise, you should not be crunching. Doing so, for whatever reason, is allowing yourself to be taken advantage of, but even worse, creating an expectation in your studio that demands OTHER people to get taken advantage of to be seen as a team player. When you crunch, management will expect crunch, and create unrealistic schedules, and it is YOUR fault. But your crunch is hurting people who are, frankly, more mature than you are if you are crunching without good reason.
I am a bit of a hypocrite but I certainly am outspoken enough when things go wrong- being a ‘worker bee’ not only makes you a fool, you are effectively stealing from your coworkers. If you’re dumb enough to crunch (like me), then at least yell about the people who put you in that situation in the first place.
As to the thread topic, what everyone else said. It depends per-studio and per-project and per-team. Here, if you are behind, you are crunching, if not, there’s no obligation to crunch (ie, sympathy crunch). Unfortunately, the longer we go, the more people that are behind. The best advice I could give you would be to talk to the people at the studio (the other artists or TA’s, not the leads or management) and see what their experience has been. But
DANGER: If the studio hasn’t shipped a game of comparable scope to what you’re working on, or you’re talking to someone who hasn’t worked an entire project cycle, these assessments are worthless. Crunch comes near deadlines. So I’d talk to people that have worked with your art director or studio heads, etc., and see how they tend to go about crunch.
And lastly, quality of life is an important topic- don’t hesitate to bring it up in the interview. Any studio where your concerns about QoL are a negative don’t give a shit about QoL in the first place.