Indie publisher Devolver Digital is releasing a new Super Nintendo game that looks to raise awareness of video game development crunch, with all its profits going to a mental health charity.
Tagged With crunch
Game developer Shane Neville is no stranger to crunch. He claims that while he was at Electronic Arts in the late '90s, he once worked nearly four months without a day off, averaging 90 to 110 hours per week making Need For Speed: Porsche Unleashed. Eventually, after seeing the toll it took on him, he swore off crunch. He was wrong.
Crunch is one of the gaming industry's biggest issues. Devs work countless extra hours to get games out the door, wringing themselves dry of blood, sweat and tears for weeks or months at a time. It destroys people. Development studio Neocore was reminded of this when it announced earlier this week what it planned to do now that its game Warhammer 40k: Inquisitor - Martyr had been delayed.
There's been a lot of talk in recent weeks about fairness and transparency in the video game industry. On Kotaku Splitscreen, we speak with a studio head who takes things to the extreme, paying every employee the same exact wage.
Today on Venturebeat, game industry veteran Alex St. John published a hot new contender for worst article of the decade, arguing that today's game developers should stop whining about nonsensical ideas like, oh, "fair wages."
It's hard to understand what really goes into game development until you've heard the stories first-hand. For a long time now, we've been covering the cruel world of video game developer layoff cycles, but there's another element of game development that has become a horrifying standard: crunch time.