Long hours are a game industry tradition, some argue
Many members of the IGDA -- the International Game Developers Association, a leading game industry professional society -- have been upset with their organization's arguably soft stance on working long hours in the game industry.
The issue was re-ignited recently, when Mike Capps, head of Epic and former board of directors member for the IDGA controversially stated that working 60 or more hours a week was standard practice at Epic, and that he would not hire staff not willing to commit this much of their lives to working on the game at hand. The comments were made at a IGDA Leadership Forum at end of 2008, in a panel called "Studio Heads on the Hot Seat."
While being the head of Epic, Mike Capps is certainly justified in running his own company as he sees fit, but the comment irked many members of the IDGA who argue that his position does not jive well with the organization's mission statement, which is to "advance the careers and enhance the lives of game developers."
Many members of the IGDA have consequently called for a clarification of the organization's position on the topic of the long, industry-common work weeks. IDGA Chair Emeritus Jen MacLean responded in press release today on the matter. She said the IGDA "believes unequivocally that enabling your employees to create for themselves a high quality of life is a good business practice, and there are direct, negative consequences to ignoring your employees' quality of life. But work/life balance also goes far beyond the number of hours worked. Quality of life also varies significantly according to the individual."
Judging from comments read in the IGDA's forum, it seems that many members feel that while the IGDA has made progress on the amount of transparency game employers use to describe their studio's work expectations, many members think that the group should take a stronger stance against excessive, and unhealthy, work schedules.
The extensive hours often worked in the game industry has been a contentious issue -- perhaps most notably so when the "EA_Spouse" letters were released, which caused EA some measure of embarrassment and litigious trouble. Programmers working 20hr shifts are not unheard of, and can lead many to question the efficacy of planning 'crunch' times, as if they are a requirement of development.
One particular example that stood out in the forum linked above was from David Weinstein, who worked on Ubisoft's Rainbow Six. He said the final stretch ("crunch" time) working on that game was "extreme" -- so much so that he was twice pulled over when driving home from work, on suspicion of drunk driving, when in fact, he was just extraordinarily -- and unsafely -- exhausted.
Update: IGDA board member Tom Buscaglia says that Jen MacLean "mishandled the issue", and that the IGDA will work on clarifying their position on the matter, but right now, it is not a priotory on a massive to-do list that they have. He further went on to say, perhaps whimisically, that the situation would not benefit from IGDA members "bitch slapping Mike Capps for being a **cktard" (source.)
But yeah I can't say that I'm a big fan of working more than 70 hours a week myself -- which I've done, in the film industry. I think it is unnecessary and people work better if they have more balance in their lives. Of course, this is an outsider's perspective I suppose.
But when a game like Gears of War 2 is set to make many millions of dollars profit, planning to work your employees 65+ hour week doesn't make sense to me. If I was a programmer doing that, I would just wonder why they wouldn't hire more people -- the game's budget can obviously accommodate that. I don't see how a mandatory crunch time is necessary in that situation, but I'm no Mike Capps.
I don't think people would spend 70 hours a week *bleep*ing -_-
Back to the article:
"Damn Mike... Gawd! You can't tell them directly that we condone slave labor. Geez, what's your problem?
Realistically, long periods of longer hours results in less actual productive work being done. The 40-hour work week, divided as 5 days of 8 hours, was initially developed by Ford. It is longest he found he could work his employees while still actually gaining production. Any longer, and the number of defects ruining a given item, general fatigue slowing people down, and accidents causing work halts actually caused a net loss in productivity despite more man-hours being put in. I have a feeling Epic could produce better games with fewer people if they cut hours, but hey, I'm just a guy who's resting on every single bit of research ever done on the field, I'm not a Company President who never had any proper training in project management...
Karl-=> Thanks for your comments.