Geoff has posted his take on labor practices in the games industry in response to a Gamasutra article from last month. Geoff is a vet from two company’s mentioned in the article, so it might be worth a look. An exceprt:
Obtaining accurate values for how much work remains and how long it takes do not spawn from “tribal experience” or “years in the industry.” They are generated by spending a considerable amount of time and effort evaluating the skills and work styles of your employees, looking at process, identifying bottlenecks, and reigning in and anticipating “customer fastidiousness.”
I feel that a big reason that progress towards elimination of crunch is spotty at best has to do with the fact that many mistake it for hard work. If I put in my time down in the trenches I can wear it like a badge of courage then expect the same later in my career from those that I manage.
Links:
Not Everyone Feels the Crunch [Gamasutra Article]
Gamers Crunch Because They are Scared, the Zone is a Lie! [Geoff's response]

But in all actuality, I don’t know shit fool!!
That’s not true, I am a certified expert.
Posted by Geoff on August 17th, 2008.