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part of game development, but at what cost? These same developers who put in
this overtime will also tell you that family and personal relationships suffered;
their health started declining; or both. Does working these extra hours really
make the game better? Is it worth it to the developer to live, eat, and breathe
work? How can working hours and quality of life be improved?
The International Game Developers Association (IGDA) is actively working
on this issue and has created a special interest group dedicated to improving
the quality of life for game developers. The information they’ve compiled is ac-
cessible on their website: www.igda.org/qol. In 2004, the committee authored
a white paper on the current state of the industry’s working conditions, which
included discussions on the challenges of achieving a healthy work-life balance
as a game developer, the negative impact of crunch time, job instability, and
weakness in how development teams are organized and managed. This paper
presented compelling reasons for improving the quality the life, such as studies
showing that extended crunch time actually decreases productivity, and that as
developers get older and start families, they are planning to leave the industry
for jobs that allow them to spend more time with their families.
Unfortunately, because producers are leading the project and are in charge
of the schedule, they are often blamed for these poor working conditions.
If the game is not properly and realistically scheduled by the producer, the team
might find themselves working massive overtime to get the core features of the
game implemented. Additionally, many producers do not have any type of for-
mal training in managing projects, especially software developments projects,
which makes it more difficult for them to properly determine the scope, time,
and resources for any given project.
One of the ways to improve quality of life is by studying formal project man-
agement techniques and researching how companies outside of game develop-
ment are able to run projects without burning out their employees or making
them unhealthy—government contractors, business software developers, and
other corporations running large-scale projects. The IGDA is looking into these
areas for solutions, and they have posted information about best practices for
software development on the Quality of Life website.
The reason quality of life is an important issue is because the current crop of
talent is getting burned out, unhealthy, and missing out on spending time with
family and friends. This burnout decreases the overall morale, efficiency, and
quality of work on a team. Developers are beginning to understand that solving
these issues won’t happen overnight, but they are also looking for improvements
that will improve the situation now, such as the following:
Planning limited crunch time in the schedule: If one to two weeks of
crunch time are scheduled ahead of time around key milestones, people can
plan the impact on their personal lives. Additionally, if they know when