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- ALEX HUTCHINSON Alex Hutchinson is co-founder of Montreal-based Typhoon Studios. He can be found on Twitter at @BangBangCl­ick

Alex Hutchinson considers games’ uniquely unhealthy crunch habit

Do you remember Bam Entertainm­ent? It was a short-lived publisher of shovelware that raised a bunch of money by pitching that it could get cheap movie licences and turn them into even cheaper games, then burnt all the cash and went out of business almost immediatel­y. (Not to be confused with Brash Entertainm­ent, which had the same pitch and did the same exact thing.) Anyway, in 2002 I had pitched a PS2 launch game to them called

Ice 9 for an impossibly small amount of money that was originally based on the Colin Farrell star vehicle The Recruit. It died quickly and painfully, but before that we crunched hard. Like, ‘sleep at your desk’ hard. ‘Break up with your partner and then drive to the airport at eight in the morning after not sleeping for two days to present the game to Sony’ hard.

We had already been denied approval, so this was our last chance, and right before I was about to present, an otherwise pleasant Sony rep leaned in and whispered, “Just so you know, Sony has decided to never approve anything from Bam ever again. But good luck.” Needless to say they remained unconvince­d. So what was the point of all those extra hours? It was a destructiv­e and pointless crunch that neither saved the project nor enriched our lives, and in retrospect it’s an easy one to dismiss. But I’ve crunched on every game I’ve made, to some extent, and I honestly don’t expect that to ever change.

However, I think there’s a big difference between positive overtime and negative crunch. I’ve never been bothered putting in the extra hours to make something better, but I’ve often resented being pushed to turn up just to make a game work at all. There is an obvious need for better management, more realistic planning, and a lifetime ban on the expectatio­n that developers will make up for failures of management with long hours for no compensati­on. But game developmen­t is full of unexpected moments, and I’m not sure a lot of them are avoidable – or even if I would want them to be.

Games combine art and technology in ways that are still massively challengin­g, meaning developmen­t is a stream of new problems and massive opportunit­ies, both of which put huge pressure on the best laid plans. But there are ways we can improve.

For one, we compress our developmen­t phases in a deeply unhealthy way that doesn’t exist in other media. We are often in production before we have truly achieved our pre-production goals, and I’m almost always on tour promoting the game while still editing the content, and we’re making trailers from half-finished games. Maybe it’s a throwback to the bedroom-coding roots of gamedev when there was no need for process or structure, but we can at least plan rampups better and wait until the game is finished before promoting it. Gone are the days when you would sell games based on a graphical feature that could potentiall­y be quickly copied. We can wait. It’s better for devs and better for players.

We should also improve how we carry staff across projects and teams. One of the strengths of Ubi Montreal is that they can roll large chunks of the ‘content’ teams across projects, meaning they can avoid having too many people during pre-production and can ramp down fast without having to let people go. To get the same result, a small team like ours may need to strike a balance between fulltime staff and contractor­s or outsourcin­g: if you do it well, you can add time at each production phase without absolutely destroying your budget or your team.

That said, sometimes it’s in the culture of the place. Some studios are renowned crunch factories, others have had permanent, mandatory overtime nights in trade for permanent free weekends, and some have refused to crunch at all – and I’ve seen all flavours succeed and fail. The challenge comes when individual­s are at odds with the studio culture: I’ve had to kick people out of the office because they just wanted to keep working when we thought it was unhealthy, and similarly we’ve had people refuse to do a single minute of overtime even when we desperatel­y needed just a bit more for the good of the project.

On the edge of the big push toward a December announceme­nt, we’re trying to find the right balance for Typhoon, and the hardest question to answer is this: how much extra push would be too much, if the other option is wasting a few years of our lives?

We compress our developmen­t phases in a deeply unhealthy way that doesn’t exist in other media

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