Nod to all other fellow non-game developers who experience crunch on a regular but their employers are not called out by the public.
FYI: Crunch usually is a result of the discrepancy between how marketing and engineering works. 1/
FYI: Crunch usually is a result of the discrepancy between how marketing and engineering works. 1/
Avoiding it while is possible, it& #39;s very difficult to pull off without negative impacts to public/client relations and/or staff stress.
Leaders have to weigh the options and choose the one that is the least bad of the bad options. 2/
Leaders have to weigh the options and choose the one that is the least bad of the bad options. 2/
You can romanticise work and industry as much as you want by saying that "you should delay, I& #39;ll be fine with it" or "they shouldn& #39;t promise what they can& #39;t keep". Unfortunately that& #39;s not how software works. Most teams believe they will be done on time until it& #39;s too late 3/
By that time, they& #39;ve submitted dates to the marketing/sales machine who started making deals, signing contracts and putting up billboards (sometimes worldwide). You can& #39;t just go and say "JK, lol" to that. 4/
How can they not know they won& #39;t be ready, you ask?
Good question. Humans are horrible at estimating and even when working with fairly simple systems you constantly run into issues you didn& #39;t foresee. Every developer wants to be ready on time, on budget with the best quality 5/
Good question. Humans are horrible at estimating and even when working with fairly simple systems you constantly run into issues you didn& #39;t foresee. Every developer wants to be ready on time, on budget with the best quality 5/
It& #39;s not that they& #39;re doing a bad job at it. It& #39;s the fact that they have to deal with not just software systems but people systems too. The mixture of 2 results chaos, uncertainty and inconsistent requirements even with the best of intentions which makes the 6/
Time/Budget/Quality an iron triangle of which you can usually pick 2. Even if you pick time and quality, there& #39;s also the fact that there is a cap on how fast software can be produced. Adding more people to the problem has diminishing returns. There& #39;s a point where 7/
The more voices you add into the mix, the slower it gets which also means that the time to deliver something is inherently capped by the system itself. /8