Game Development Reference
In-Depth Information
Projects Seriously Behind Schedule
Microsoft has a great way of describing a project behind schedule. They say it
'
s
I know because the first Microsoft Casino project was
exactly like that. We had too much work to do, but too little time to do it. There
are a few solutions to this problem, such as working more overtime or throwing bod-
ies at the problem. Each solution can work, but it can also have a dark side.
coming in hot and steep.
The Dreaded Crunch Mode
Working More Hours
It amazes me how many project managers choose to work their teams to death when
the project falls behind schedule.
84-Hour Workweeks at Origin
On my very first day at Origin Systems, October 22, 1990, I walked by a
whiteboard with an ominous message written in block letters:
84-Hour
Workweeks
With simple division, I realized that 84 divided
by 7 is 12. Twelve hours per day, seven days per week was Origin
MANDATORY.
s solution
for shipping Savage Empire for the Christmas 1990 season. To the Savage
Empire team
'
'
s credit, they shipped the game a few tortured weeks later, and
this
success
translated into more mandatory overtime to solve problems.
We were all young, mostly in our late 20s, and the amount of overtime that
was worked was bragged about. There was a company award called the
100
Club,
which was awarded to anyone who worked more than 100 hours in a
single workweek. At Origin, this club wasn
'
t very exclusive.
Welcome to Planet Moon; We
'
re in Crunch
On my first day at Planet Moon,
the project
lead for Brain Quest said
This was after the song and
dance during the interview about how crunch is rare and a thing of the past.
Welcome to Planet Moon, we
'
re in crunch.
All things considered, the crunch wasn
'
t too bad until the very end of the
project. We would do one week of 10
12 hour days followed by a week of
8-hour days, which was pretty manageable. Once alpha started to approach,
all bets were off. By the end of the project, leaving the office at 2 a.m. was
considered an early night, with 4 a.m. being much more common. That was
the project that ushered me into the
-
100 Club.
Humans are resilient creatures, and under extraordinary circumstances they can go
long stretches with very little sleep or a break from work. During World War II,
Winston Churchill was famous for taking little catnaps in the Cabinet War Rooms
lasting just a cumulative few hours per day, and he did this for years. Mr. Churchill
had good reason to do this. He was trying to lead England in a war against Nazi
 
 
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