Homefront dev defends 10-hour days
Kaos working to the bone, is part of the job.
The boss of Homefront developer Kaos Studios has defended crunch – the act of working 10-hour days seven days a week to get a game ready for launch.
An insider working at the New York studio told Develop that crunch has been underway at Kaos for around half-a-year.
"Over the holiday many of us were on call and unable to leave to see our family," said the anonymous source.
Responding to the accusations, Kaos general manager David Votypka said 10-hour shifts were common among many industries, and denied staff were forced to work over the holiday break.
"If this seems unique or abhorrent, I would have to suggest that any assessment regarding a 10-hour work day would need to consider a much larger segment of the American workforce," he said.
"Digital media companies, marketers, PR, even accountants in various industries throughout the nation, work 10-hour days regularly, 52 weeks per year."
Last week THQ's outspoken core games boss Danny Bilson visited the studio and tweeted, "At Kaos studios in NY sitting with a team that's finaling on 7 day weeks for a couple of months. Talk about that 'thousand yard stare'."
Votypka said Bilson's tweet was incorrect. "Unfortunately, it was misstated that this [seven-day crunch] has been going on for two months. That's simply not the case. For the record: no Kaos developer has worked 60 days without a break. That will never happen here."
Homefront, due out on 8th March, has been in development for three years. THQ hopes it will prove a critical and commercial success – and lay the groundwork for sequels that will eventually challenge the likes of Call of Duty and Medal of Honor.
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Comments (60) Latest comment 1 year ago
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Same as most games companies.
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It is bad management.
(edit)
Also, I love my job and accept that sometimes crunch in some form is sometimes necessary. But really, do I want to watch and be a part of my 1 year old learning how to walk, talk and all those kinds of meaningful things or do I want to sacrifice all that for something that will be forgotten about and/or £10 in the bargain bin eight months after launch?
Anyone who constantly chooses the latter should feel a fool when they hit old age and look back their life.
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"Well of course you don't have to work in the salt mines, you're not slaves but of course if you don't then you'll be shot."
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I'm sure there are a lot of people on this site and the forums who work in call centres? A lot of them have those shifts all year, every year, not just in 'the crunch'.
At least these devs are getting paid over minimum wage to do a job they don't hate.
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1. A decent company having a terrible production or design department which completely underestimates the development time for the design and then can't afford to cut anything.
2. A slightly dubious company having a decent production department which correctly estimates the development time for the original design, but then the design changes and production & design decide not to cut anything or change the date.
3. An asshole company knows the design will not get made in time and decide to make it anyway, and decide that 'crunch will be standard'.
What we have here is a case of number 3.
I have worked for all 3 and in some cases companies where production and design departments are screwed at the same time.. Boy, that was fun.
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A lot of those people charge for the extra hours they work too, especially accountants, I imagine. That's a rarity in games.
@Somatic, actually for a lot of people in this situation their hourly rate is probably not much over minimum wage. Often they're graduates or have only a few years experience so they're not that well paid to start with, then once you factor in 30-40% of the hours they work are effectively unpaid (hours on top of their contracted and salaried hours) it doesn't look so great....
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But it's unfair to criticise only the games industry (which seems to be the case in media), and yet expect others in other industries to deal with it.
I don't even work these hellish shifts, and yet all to often I hear the ignorant phrase; "if they don't like it, then they can quit". Well, the same can be levelled at developers as well if it's expected that everyone else has to 'deal with it'.
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It's too much if that is going on for 6 months though. I imagine I would be more productive overall if I had at least one day off to regenerate.
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Actually, that isn't crunch. That's just really bad management.
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Overworked and exhausted employees are not really all that effective. Tired employees does not only work at less than half speed, they also make a lot of mistakes. Coders make bugs, and that adds even more work. And all the time, they've got a publisher suit guy barking milestone dates at them, threatening to cut funds or reneg the contract. So then you have to "crunch" even more. Vicious cycle.
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Working long hours sucks, particularly if you don't get paid extra for it, but it's a problem for business in general, not just the games industry. It's a simple question of what's more important - happy workers or increased profits, and you only have to look around you to figure out what's the answer these days.
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I do 10 hour shifts and I work in a cinema. It's normal. But there are people in other countries dying for pennies which they work for in shit conditions for much longer hours.
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You could just as easily say a game artist sits in a chair all day messing around with gradients, while a cinema worker is on his feet and dealing with the general public.
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I wasn't making a dig at you, more at the guy saying that other industries do it so that makes it ok and more the 'crunch culture' that bullies people into accepting this (In any of the industries we are talking about). People shouldn't have to quit if they don't like it, they should have the right to work decent hours for decent pay.
If the bosses had to pay people for the hours they worked extra I'm sure this culture would soon disappear.
And the main point is that it just isn't productive, tired grumpy staff with low morale are not going to make better products
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You might also find that people are more receptive to this idea if you resisted the urge to be condescending in your post.
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how can you consentrate after 9 hours?
still 2 to 3 weeks is ok, i mean every business has deadlines... but after a month. it does more damage then good, since you will just get burned up programmers.
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Actually, I believe kosigan is right on this one. The Working Time Directive, that they make you opt out of, only covers legislation regarding not working more than 48 hours per week when averaged over a 6 month period.
The 24 hours per week or 48 hours per fortnight is a totally separate piece of legislation. If you want to come in every day, I don't think the law can stop you, but if your employer is scheduling you for 7 days a week every week, then they are breaking the law.
There are a few occupations that are exempt from this: military, medical, deep sea rig or freight crew - but video games development isn't one of them. They have to offer you 24 hours off a week or 48 hours off per fortnight, and there is no opting out.
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I just don't think that a prolonged crunch would lead to very high quality in the end. A sprint now and again to meet specific deadlines is good business practice, but when the sprint becomes the norm, then you get burnout. No-one can sprint for the duration of a marathon, and game development is a marathon process.
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I've signed contracts that waive my right to working 40 hours a week. Basically, if you don't agree to working more, you don't get the job.
Oh, and then no bonus at the end of the project. Just a couple of days off..
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"Its not just us that are shit. Lots of employers are just as bad."
And.
"For the record: no Kaos developer has worked 60 days without a break. That will never happen here."
Don't sound so bloody proud of it, like that is in any way acceptable. 60 days?!? That is ridiculous.
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Doesn't mean it's any less shitty. I'm far more productive when I know I have to be out of the office by a certain time. Also with the European Working Time Directive opt out, there are still regulations that companies need to follow not to get into serious trouble for example...
"If you are an adult worker you have the right to a break of at least 11 hours between working days. This means as an adult worker, if you finish work at 11.00 pm on Monday you should not start work until 10.00 am on Tuesday."
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[link url=http://www.eurogamer.net/articles/2010-09-17-thqs-homefront-delayed
]http://www.eurogamer.net/articles/2010-0...[/link]
it still needs a big crunch to meet the finish line?
Oh well, I loved RDR and read stuff like this about the development as well
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Work smarter not harder people.
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We all recognise the dangers of working too much, which is why the EU tried to force more reasonable hours into law, but our government rejected it because companies are more important than people now. We can try and stand up and fight for our right to reasonable working conditions, but we don't because the system is set up so that if you don't agree to play the game you get kicked to the pavement. There will always be someone behind you so desperate for money that they will do your job for less pay or more hours.
Either we all get together and insist that a corporatocracy is not for us, or we accept the world we live in and knuckle down because your employers aren't going to sacrifice anything to make your life better unless they have to.
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I'm in application development job but would love to work in the games industry but not in working conditions, pay, job security at present the the games industry
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When I was a QA Tester we got takeout (or receipt reimbursement) paid for by the company if working an additional 3 hours or more on a typical working day and if working weekends. This isn't a legal requirement or set out in contract but a goodwill gesture from the company, you do some overtime, we'll feed you. The overtime wasn't paid, but returned as time off in leiu, which you're free to take once crunch is over or occasionally the company offered to buy the time back from us, developers got the exact same deal, plus a generous bonus on release, some even worked nights under those conditions. At no point did we feel pressured to do extra time, we did it because we enjoyed the job and felt that it was worth doing, a little goodwill can make all the difference.
Now I'm not sure how Kaos do it, but I'd like to think that workers are compensated for their time in some way, perhaps through favourable terms such as those offered by my previous employer or maybe financially compensated, as long as they get something for their work it's all good. What isn't good though, is the way that the majority of companies within the industry (my previous employer included) tend to cull entry level staff as soon as their game passes console certification. So what you end up with dozens of people working 60 hour weeks for a few months followed by a huge and instantaneous layoff, we were even told that that "is part of the job" and it made me never want to work in the games industry again, crunch was fine but layoffs on that scale are never necessary within a successful business and are down purely to bad management and cynical profit maximisation, I wonder if Kaos will try to claim that they are an exception to that rule also.
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He also revealed that bonuses and time off will be awarded to all staff after the game ships, and that the bonuses are “scaled to reward extra effort put in”.
Develop’s source claimed, however, that “many people at Kaos are unhappy about the crunch mainly because they assume there will be not be a good reward for it”.
“THQ does have a bonus program but most people feel that it will not reward the team enough. People assume the way the bonus works it will not fairly reward those that put in the extra time and effort.
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On topic: 10 hour days really aren't that unusual, I work in policy for a central government department and when we have a bill going through Parliament we will frequently be in the Commons or Lords from 8am til 10pm and later. It's tough but you gotta do it to get the job done. There are many organisations that will expect the same of staff, occasionally. But 7 days a week for monhts on end is not reasonable.
I hope its worth it for these guys. The game does look interesting and a lot of thought seems to have gone in to the back story. I'm worried that all this talk of consequences etc will just end up in a bunch of cut scenes and heavily scripted moments. I'm all for a Half-Life 2 approach to telling a story - a light touch does a lot more than a load of exposition.
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"The man who gives me employment, which I must have or suffer, that man is my master, let me call him what I will."
- Henry George,
Or for the purists among you - Nimia libertas et populis et privatis in nimiam servitutem cadit
- Cicero
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Time of in lieu is the simplest way for companies to reward overtime and it's more beneficial to the workforce too as it encourages/provides sufficient rest time. TOIL is the best way for everyone, everyone knows exactly what to expect and everyone's interests are supported, it really is the only way to ensure that everyone gets a fair deal.
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And like i said before, if you want to be mr family man and watch your kid's first steps and all that, don't go work in one of the most competitive, booming, cutthroat entertainment industries around. It's simple, don't be an idiot
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In response to your query, I've worked for a variety of companies over nearly a decade (n00b), and the only significant crunch I did was lates and weekends for a month. Once.