Infinity Blade 2 dev Chair 'burnt out' after crunch
Infinity Blade II developer Chair Entertainment had to "death march kill ourselves" to release the iOS game today, co-founder Donald Mustard has said. "We definitely won't do that again," he said, calling it "not really good... for the longevity of our st
Infinity Blade II developer Chair Entertainment had to "death march kill ourselves" to release the iOS game today, co-founder Donald Mustard has said. "We definitely won't do that again," he said, calling the long months of crunch "not really good... for the longevity of our studio."
Chair made Infinity Blade II in only six months, Mustard said. But "it required for us, for the last two or three months, to just death march kill ourselves." He explained, "We don't look at that like that's a good thing at all. We only did it because we definitely, passionately wanted to get the game done, and we wanted a little more in there."
"I think in retrospect, having done it twice, that our development cycles are a little too short," he told Gamasutra. Not that the games are less polished because of it, but we're way more burnt out because, in order to make II feel the experience it needed to be, required way more crunching than is effective. I mean, guys are just working so many hours, doing so much, and that's not really good, I think, for the longevity of our studio."
"We definitely won't do that again," Mustard said. "It's not worth the cost. I would rather take an extra two or three months than burn the guys out, or burn even me out. It doesn't allow enough time to sit there and let the game breathe."
'Crunching' to finish a game, working long hours and weekends for weeks or even months, is a standard industry practice, though not a popular or uncontroversial one.
When Team Bondi, the now-defunct developer of L.A. Noire, was under investigation for alleged excessive crunch, the International Game Developers Association declared, "Reports of 12-hour a day, lengthy crunch time, if true, are absolutely unacceptable and harmful to the individuals involved, the final product, and the industry as a whole."
It's easy to declare an end to painful crunch at your studio, but the real test for Chair will come when its next big deadline is looming.
Infinity Blade II is now available on iTunes for $6.99.
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Alice O'Connor posted a new article, Infinity Blade 2 dev Chair 'burnt out' after crunch.
Infinity Blade II developer Chair Entertainment had to "death march kill ourselves" to release the iOS game today, co-founder Donald Mustard has said. "We definitely won't do that again," he said, calling it "not really good... for the longevity of our st-
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The curious thing about the article is that Mustard doesn't give a reason why the deadline had to be 6 months. Do you think it was just a case of not wanting to burn their personal cash to pay staff for a bit longer or was it a mandate from Epic that it had to be out during the Christmas shopping season?
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We shoot for 8-hour work days, with weekends off. It's understandable for the last couple weeks before a major milestone to have a bit of overtime. The term: "Death March" often implies that major overtime has been in effect for for more than eight weeks, and the developers' homes and families feel less familiar than their offices and coworkers.
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If the team is consistently working overtime before a major milestone then why not plan for that beforehand? Like for those of us not in the business, we're always hearing you guys talk about crunch time on every project you have. Are the bosses not giving you enough time? Are they setting unrealistic target dates?
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Most of those come up at some point, and occasionally, you get all of it at once, which generally means no going home except for sleep (and sometimes not even that). Publishers (or whoever's funding the game) make unrealistic demands, sometimes with the quiet threat of suspending/canceling the project. "Hey, this 6-month project we're having you do... let's make it 5-months, so we can be ready for Christmas!" - "Hey, I know we're almost done with this game, but we really need to double the content."
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cool. thanks. I often go from 7 am until 9 pm with my job, but its a breakfast mtg, client mtgs, conf calls, a lunch, a networking event, and a client dinner. I'm a partner, so the time is expected, but by pure choice. That doesn't include the travel time as well.
But except for conferences and sporting events with clients, I never work on the weekend. Ever.
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http://www.giantbomb.com/quick-look-ex-infinity-blade-ii/17-5329/
dev says about 45min to an hour but that's cause he knows the game and knows where to go
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Meanwhile, CliffyB is saying "the six- to eight-hour AAA console game might be going away": http://www.computerandvideogames.com/328100/triple-a-games-might-be-going-away-says-bleszinski/
This is essentially Epic's elevator pitch, that they want to work on smaller projects. They hinted at four smaller projects in the works. But CliffyB proclaimed that PC gaming was in "disarray" in 2007, and is making similar claims now about the feasibility of next-gen AAA console games. So I guess that means that Epic only likes iOS now? Just kidding, but they need to say something to avoid the impression that they're starting on Infinity Blade 3 right now.
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