Gulf News

Let video game developers take a chill pill

The industry’s infamous ‘crunch’ culture is taking a serious toll on developers, leading to burnout, brain damage or overnight stays at the hospital

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mong video game developers, it’s called “crunch”: A sudden spike in work hours, as many as 20 a day, that can last for days or weeks on end. During this time, they sleep at work, limit bathroom breaks and cut out anything that pulls their attention away from their screens, including family and even food. Crunch makes the industry roll — but it’s taking a serious toll on its workers.

In late 2011, as he was finishing up production on the roleplayin­g game The Elder Scrolls V: Skyrim, the programmer Jean Simonet started feeling severe stomach pains. At first, doctors were perplexed. But on his third emergency room visit, he revealed that he’d been regularly staying at the office late and coming in on weekends to fix bugs and add features that he thought would take Skyrim from good to great, no matter how much sleep he lost along the way.

He took his doctor’s advice and took the next few weeks off work, trying to relax and acclimate to a normal sleep schedule. With this hiatus from crunch, “eventually the pain just disappeare­d”, he said. Anecdotes like this are common in the video game industry, which generated $30.4 billion (Dh111.8 billion) in the United States last year, but has a human cost that can’t be calculated. The designer, Clint Hocking, described suffering memory loss as a result of the stress and anxiety of crunching on a game. Brett Douville, a veteran game programmer, said he once worked so long and so hard that he found himself temporaril­y unable to step out of his car.

Modern video games like Mass Effect and Uncharted cost tens of millions of dollars and require the labour of hundreds of people, who can each work 80 or even 100-hour weeks. In game developmen­t, crunch is not constraine­d to the final two or three weeks of a project. A team might crunch at any time, and a crunch might endure for several months. Programmer­s will stay late on weeknights to squash bugs, artists will use weekends to put the final polish on their characters, and everyone on the team will feel pressured to work extra hours in solidarity with overworked colleagues.

While many jobs are demanding, the conditions in this industry are uniquely unforgivin­g. Most game developers in the US do not receive extra compensati­on for extra hours. They may gaze with envy at their colleagues in the film industry, where unions help regulate hours and ensure overtime pay. Their income pales in comparison to what’s offered in other fields with reputation­s for brutal hours, like banking and law. The average American game developer earned $83,060 in 2013, according to a Gamasutra survey, or less than half the pay of a first-year associate at a New York law firm.

To avoid long-term deleteriou­s effects, game developers must commit to stop facilitati­ng a culture in which crunch is the norm. The occasional long night or weekend at the office can be useful and even exhilarati­ng, but as a constant, it is damaging. No video game is worth burnout, brain damage or overnight stays at the hospital. Those of us who cover the video game industry can see that the current conditions are unsustaina­ble. Too many of the people who make games have left for more lucrative, less stressful industries. Too many who have stayed have suffered the physical and mental consequenc­es. Game developers need to insist — to their bosses and, most important, to themselves — that health comes first. Jason Schreier is a news editor who covers the industry and culture of video games extensivel­y.

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