guys.
VALVe.
srsly
guys.
VALVe.
srsly
Great contribution Buddy!
During crunch time Gaben only plays two hours of WoW a day.
Never missed a deadline.
You could argue that not meeting deadlines is by nature a sign that the product won't be of good enough quality. As far as reaching quality goes, that only goes hand in hand with the number of sales. I think everyone working in this industry should be concerned with the commercial viability of their product, regardless of their direct or indirect involvement with the sales themselves. And this very straightforward relationship between quality and sales should be our top focus.
Quote from FuryoYou could argue that not meeting deadlines is by nature a sign that the product won't be of good enough quality. As far as reaching quality goes, that only goes hand in hand with the number of sales. I think everyone working in this industry should be concerned with the commercial viability of their product, regardless of their direct or indirect involvement with the sales themselves. And this very straightforward relationship between quality and sales should be our top focus.
oh i wasn't speaking of in general, i just think that people who know what they are doing (e.g., valve) deserve some slack.
Oh I see, I took Taylor's reply as what he meant for himself, not as sarcastic reply towards Valve. In turn your reply seemed to be in general, not specific
Look regarding Valve, clearly yes they also crunch. Anyone who has ever been even remotely in touch with guys there can tell you these guys are probably some of the biggest workers and achievers in the industry today. I know that's how I see the few I know, and they wouldn't have it any other way. With that comes a very unique company policy regarding work, something I have yet to see anywhere else (then again, I also still have to see a developer controlling its distribution channel that successfully and being able to impose its own timetable to any product it ships). For one thing I don't see any other developer sending its employees under the sun all expenses paid every year.
Valve is an example all developers and publishers should study, but everyone knows there are economic realities that makes certain things possible for Valve and no one else. Like being privately owned for one thing. Shareholders breathing down your neck for their 20% ROI have a tendency to make a CEO's job stressful.
Finally back from my trip to Munich! Oh and my opinion on this comlicated subjest is simple; a little of something like crunch time I'm fine with ... allot of it I'm not.
It's down to you to decide how long a little is. If your crunching too often and don't like it then start searching for another job.
I am looking into doing a big survey on this since I got the software for it anyhow from last time.
So. The survey would focus on amateurs and professionals and how they look at overtime, crunch, and the regular working hours.
Any ideas for questions? I already got a whole list but I want to know what others would like to see asked. Especially for amateurs, how they expect their job to be? I only got three questions for them yet so I need some more so we can get a view on how the developers of tomorrow see their job.
Help me out.
Quote from HourencesI am looking into doing a big survey on this since I got the software for it anyhow from last time.So. The survey would focus on amateurs and professionals and how they look at overtime, crunch, and the regular working hours.
Any ideas for questions? I already got a whole list but I want to know what others would like to see asked. Especially for amateurs, how they expect their job to be? I only got three questions for them yet so I need some more so we can get a view on how the developers of tomorrow see their job.
Help me out.
expectancy of work at home versus at work. personally i'd like to consider a job within working hours and when i'm done for the day, i'm not forced to go back and do extra work when i get home.
Quote from HourencesI am looking into doing a big survey on this since I got the software for it anyhow from last time.So. The survey would focus on amateurs and professionals and how they look at overtime, crunch, and the regular working hours.
Any ideas for questions? I already got a whole list but I want to know what others would like to see asked. Especially for amateurs, how they expect their job to be? I only got three questions for them yet so I need some more so we can get a view on how the developers of tomorrow see their job.
Help me out.
Questions about putting up with not getting paid at all for overtime work hours, and how much shit you'd swallow before looking for a new job, because those are the two issues that strike me, personally, as a current amateur. Last time I put in long hours without getting paid for them, it was only because I was working with a pretty girl at a sales company that I really wanted to get. ![]()
In fact, now that I think about it, I spent more money on that fucking job than I ever earned from it....
Goddamnit.
Life lesson learned, I suppose. Never be a door to door salesman.
I'd be interested in knowing what people actually consider crunch. For me, a couple nights of overtime isn't crunch. Even a week or two for some random milestone wouldn't be too bad for me. Four months of 6-day weeks on the other hand, definitely is crunch.
At what point does it go from "Need to stay late for X nights" to "Goddamn when can we submit this so I can make sure my house is where I left it"?
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