Crunch Time = Producer Failure

On January 17, 2010, in Experiences, by Steffen Itterheim

On a related note to my last post: crunch time = producer failure. This is from Mac Senour who should know.

But i would add that it’s not just a simple issue of planning, it’s one of communicating “can do” and “won’t do” to the proper channels and not caving in. In some cases it may not even be possible if the executives think they know better, or are simply forced to pass on what even higher-up executives want. Which is why it’s probably easier to crunch in a smaller shop because you know you yourself and your colleagues are mostly to blame. At least it’ll be better for team morale.

Honestly, i can’t remember i’ve seen that happen but there’s a lot a Producer/Project Manager can do to shield the team from that outside influence. Since you’re always working for someone else who’s the one putting the pressure on you, at the end of the day, it’s the job of the person communicating with that someone to avoid crunch and not being afraid to renegotiate contracts if need be and obviously keeping the worst harm from the team. But sometimes that may be next to impossible depending on the contractor. After all, you signed up for it, why change the contract now? It would not only lower your standing with the contractor, it would be admitting defeat. Few people/teams would be willing to do that.

Personally i believe this is about the most crucial part of game development but also the hardest. Few game developers and publishers have realistic expectations and even if you’re approaching the project plan conservatively, chances are the team will know it and adjust accordingly by thinking there’s still plenty of room to add this or that – then just going ahead doing this or that and opening Pandora’s box that you’re trying so hard to keep closed.

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