Games writer Walt Williams likes to crunch, but the rest of the industry may not have as much of a choice.
In this episode, we make reference to the following:
- Walt Williams, author of Significant Zero: Heroes, Villains, and the Fight for Art and Soul in Video Games.
- Tanya Short, founder and general manager of Kitfox Games in Montreal.
- Cameron Kunzelman, game critic and author of "Crunch culture is never just about individual choice."
- That other time we talked about Spec Ops.
- Crunch is a form of failure pledge
- Those very, very good Street Fighter V skins.
A quick guide to avoiding crunch
These are not the only solutions, but as a start for what a team leader should be thinking about at a company. A quick summary is below, and a full description in the audio.
- Set some core hours.
- Set expectations on what you and your team should complete by the end of the day.
- Build a social contract around those expectations – a 10 minute morning meeting can help.
- Track long term, as well as short, so expectations for two weeks ahead as well as months ahead.
- Know when you’re on schedule and when you’re off, so you can make adjustments.