Joystiq interview: Epic's Mike Capps responds to accusations of 'exploitative' working conditions

Joystiq: There's a – I believe the industry term is – a "kerfuffle" over comments that you made at a panel back in 2008 when you were still an active IGDA board member. So just for the sake of setting the record straight, could you contextualize those comments for us from your point of view?
Michael Capps: "Contextualize." That's interesting.
Well, in reference to your comments, Greg Costikyan said, I think his exact quote was, that you were "a management dickhead." So I would ask you to perhaps put a different angle on that.
Well, he really invites a reasoned debate on the issue.
Right, exactly.
That's been the problem. We haven't really dove in to the forum discussions because there haven't seemed to be a lot of folks there who really want to discuss facts. I mean, just watching it. Most people didn't watch the free video available of the panel [Ed note: embedded below] to see and make judgments for themselves, so that was kind of disappointing. So the panel was a leadership panel of five different CEOs. It was the last session. We were drinking wine and kind of taking different stances on various topics. It turns out at least three of the people, maybe four at the time, were on the IGDA board. What's sort of coincidental is that the IGDA board had our meeting at the forum so therefore those were the CEOs who happened to be there at the event. If that makes sense?
Studio Heads on the Hot Seat Panel - IGDA Leadership Forum 2008 [comments begin 22 minutes in]
Honestly, I'm not sure which of the various things that got everybody so upset. I think the main one was that if someone walks into the door and says, "I refuse to ever work past 5pm, I'll never work more that 40 hours a week and you can't make me", they're probably not a fit for us. Just the same way they wouldn't be a fit, I assume for you, if they said, "Well, I'll do E3 but I'm out at 5 and I'm not writing any articles till the next morning." Or a lawyer or a doctor saying, "I don't deliver babies after 5 and I never go out after 40 hours a week." I mean, our average number of work hours is what, 49, 50 in the US? So to have someone walk in and say they refuse to ever crunch for an E3 demo, it's kind of silly. It just shows that they're probably not passionate about what they do. That's very different from saying that we force people to work hard all the time.
That said, do you guys have stats for the number, average number of hours worked, let's say on a project, on a single project, for an Epic employee?
I don't think we track average stats. We require 40 hours a week here. We've got three rules on any given day: You have to work eight hours in the office. You have to be here between 1:30pm and 5pm since that's when we have all our meetings. Some folks crawl in at 1:15 and some folks come in at 7 am and are out by 5. Kind of depends on personality. And then you have to be out of here by 2am. We don't let people work too late because it starts causing problems where they'll roll their hours over to the next day, that sort of thing. Honestly, the rule I have the most trouble here with these guys is kicking them out at 2. That's the one that pisses folks off. It's not the 8 hours a day, it's the 2am and I'm still working and I'm on a "I've got a bug by the tail and I want to finish it." And we'll have someone going around banging on doors, kicking everybody out because they need to go home. During crunch time we definitely pick it up. I don't think we have stats but I know we were on 12 hour days, five days a week for Gears 2 for, I don't know, maybe six weeks. Something like that.
During those crunch times, is that 2am stop time still enforced?
Yeah, absolutely. Because it's dangerous, right? You don't want people writing code who've worked more than ... 12 hours a day is the most you can ever really get out of a programmer anyway. And you can't sustain that, right? There's no way you could work someone 12 hour days, 250 work days a year because they just, they'll break down. It's crazy. So, you know, even logic dictates you don't work people that hard but, in general, we crunch because we've got a sexy E3 demo that we want to get out. Our global illumination team wanted to show off our cool feature for GDC and they wanted more polish so those guys, the couple of them on that team, crunched for two weeks before the show. Nobody ordered them to come in extra hours or anything but it's kind of a pride thing.
Games like Gears, you know, it's one of the best reviewed games of all time on the platform. You don't get a game out like that with a bunch of people who don't have any passion about the quality of the product and don't want to spend that one extra night. We spend nine months before we ship a game saying, "It's a marathon, not a sprint. Hold back. Please don't give me everything you've got right now cause your gonna burn out." I mean, that's the biggest job our producer does – sending people home when he sees they're too tired and beating down that mantra of "It's a marathon, not a sprint. I don't need you to sprint right now." And then two months before we ship it – a month and a half – it's a fucking sprint and everybody goes. And we let them go. You know, that's the time we pull off the chains and everybody runs as fast as they can. We push hard. We leave it all on the field. And then it's done. By that time, we know when it's shipping so we've got a fixed end date in mind and so everybody knows "I can work this hard for a month, month-and-a-half, because I know I'm gonna get a break after that. You know, I'm gonna take a week off and then it will be slow after that and we'll work on DLC or bug reports or whatever else."
"We basically have one voluntary departure a year, or something like that." |
In 2006, our voluntary turnover rate was 1.3%. In 2007, it 1.1%. In 2008 it was 1.03%. We've got 110 folks here, so you can figure out what that means. And we've staffed up from 80 to 110 the past couple years, so we basically have one voluntary departure a year, or something like that.
And that's below industry standards?
Shockingly below industry standards. I think 12% to 15% is sort of the standard in the tech industry.
So, why do you think that is? Coupled with accusations of overworking, why do you think developers at Epic are less likely to leave than at another development studio.
You know, I wish I knew for sure. We try to track – we use anonymized climate surveys here – to try to track what's making them happy, what they like and don't like. How are the benefits? Do you feel our vacation and time off is fair? And we track year after year and when we see that people feel like – I don't know – our life insurance policy isn't making them happy – only 85% of the people like it – we figure it's a mix of they don't understand what they're getting, and we can improve it. And we work on that.
"The average person here made more on bonuses than they did in salary for Gears 2." |
So my climate survey for last year, I think 97% of the people here felt that they were getting the same benefits they'd seen everywhere else, in terms of time off, vacation, sick, and so folks really like the benefits. And I don't know! That's all I do man, is try to make people happy here. Everyone at Epic is a volunteer, right? These are the guys that work on the core technology that hundreds of teams worldwide are depending on. So any tech artist here can walk into any company in the world and be heralded as a savior, right? So to keep them here, I pay them much better than most. The bonuses we saw on Gears 2 probably were more than – well, I know were more, on average, than the annual salary – not just for the top people in the building, but if you take off the top ten best paid people in the building, and it's still the average person here made more on bonuses than they did in salary for Gears 2. And we've only seen royalties for 2008. We haven't even seen this year's royalties. Gears 2 is still selling strong.
So, in other words, there's a financial incentive if you're working on a big project. If people know or are confident that that project is going to be successful, then they know that they'll be compensated well for crunching.
Yeah, exactly. If our next game doesn't sell well, they won't get bonuses. They understand that. Everybody here is incentivized. All of our money stays in the building. There's no "send it off to the ownership" or to some fund or something like that. They're paid extremely well and we're very creative about spending money rather than just giving out money. You know, spending on benefits and finding new ways to make the benefits here better.
But, honestly, these guys get to work on games they really want to make. There's no dog product here at Epic, right? You work on the engine and your code is seen by thousands of programmers and it affects hundreds of games all over the world. That's awesome. Much less your own products. And so our artists are doing the kind of games they want to do, our programmers are writing the kind of code they want to do and then, they're all paid really, really well for it. There's a lot of creative freedom here. I think it's a mix of all those things. It's the games you want to be making, it's a studio that has an excellent reputation for quality. People love not having to squeeze a game out in time to please the publisher. We get to decide when our games ship. And then the financial rewards have been – knock on wood – fantastic and we don't really see that going away. People aren't leaving because I think they love it here.
There's still a larger, industry-wide issue that I think – maybe the sensitivity to which – is responsible for this "kerfuffle" of crunch time ...
Agreed.
... of overworking employees. The IGDA, of which you were a board member, has a Quality of Life White Paper, all about how working less hours is not only better for the employees, it's better for the industry and better for the products. So, first off I wanted to know if you've read the white paper, and if you agree with its findings.
It's very difficult. Let me tell you a story: I had somebody come up to me after the leadership forum and basically curse me out for saying that it's okay to crunch when you need to, to make a great game. He said, "It's not because your guys aren't treated well, because they are. It's not because you're not sharing the royalties with them and everything else and they don't see why they're doing it."
My guys ask to crunch. They say, "Hey, we're not crunching yet. What's going on? Why isn't everybody crunching? This is really serious!" That kind of stuff. He said the problem was his management team would point to what we do and say, "Oh, see? Crunching is okay because they're doing it." Then that company would not be treating their employees the same way and would not be making a product based on passion rather than schedule and that sort of thing. Using what we said as an example to mistreat people. That was kind of a scary thought.
So, I definitely am trying to be a little bit more cautious about saying how we do things here and trying to caveat it a lot. It works for us here because we have highly skilled, experienced folks. Average is six titles shipped here. So, these are senior people who know what they're doing. They know their own limitations. Then we make sure they're rewarded for the work that they do.
But yes, I'm familiar with that [white paper]. In fact it's one of the reasons that I joined the Board in the first place. Because when I ran for the Board it was right around the time of "EA spouse" hitting and there were certainly organizations that were not taking quality of life seriously. But I thought that the efforts of the IGDA SIG task force were really misguided. I mean they wanted to grade employment contracts, and put out, you know, "Epic, it's a B- for its employment agreement." Or quality of life: "Ubisoft Montreal gets an A- for quality of life because they have five weeks of vacation instead of three" or whatever. I felt that sort of objective measurement, and then publishing that nobody should want to work at, say, Big Huge because of their C- rating in quality of life, was a bunch of crap.
"You could come up objective measurements here for Epic and say that it's the worst place to work." |
I really didn't like that. You could come up objective measurements here for Epic and say that it's the worst place to work, except we win Best Places to Work in North Carolina awards and employees never leave because they love it. You could come up with another set of criteria that says that Epic is the absolute best place to work. So, just the notion of objective criteria doesn't make any sense to me. Yes, that's part of the reason I joined. There really wasn't any traction with that Quality of Life effort. It hasn't gone very far in the past couple of years, unfortunately. That's it.
Do I think that you can get the same amount of work done and the same quality of products made if you restrict everyone to nine-to-five all year round, all the time? No, I sure don't. I think that's reflected in any creative industry in the US or in the world. That's not how people make movies. That's not how they make records. And that's not how they make video games. It just doesn't make sense being upset at us for saying up front, "This is the way we do it." Telling our employees before we hire them that this is the way we do it and then they stay here and they love it. Everybody points to us and says, "You guys are evil because you're propagating some negative management technique." It's kind of insulting really.
So, I am glad you brought up "EA spouse." "EA spouse" was the first scenario that brought all of this to the forefront and to the attention not only of the industry media but also the consumers who play the games. As you at Epic are no doubt very aware, as now-gen games started taking off, the increased amount of work that was required from publishers and developers found them unable to cope with the demands of these systems. So, this has obviously opened up a huge opportunity for Epic in the middleware business.
Right.
But you guys are also similarly tasked with satisfying a lot of external companies. So, one of the big things I see with companies and crunch and whether or not it's even necessary -- the holiday release schedule.
Yes.
Increasingly in the last several years, it's gotten more and more outrageous with more and more triple-A games being stacked on top of each other in a two to three month period.
There were some fantastic games that came out in holiday and just they were the number six best seller because there were five awesome sellers too.
Well, there were worse scenarios where there were some fantastic games that didn't show up on the top ten or twenty because they didn't get enough press because they were put out to die.
And you can't buy the marketing, right? Because it's already been snapped up at ridiculous prices. And I agree that holiday-centrism is terrible for us.
So what are your thoughts on, or I guess, more elaborate thoughts on the holiday release schedule – besides that it's terrible – and whether or not that has an affect on Epic as the provider of middleware for a lot of the games that are coming out during the holiday season. And do you think a balanced release schedule would help ease the burden on developers, not only at Epic but in the entire industry and help to reduce crunch time?
"It's all balanced around holiday. That's where the dollars are." |
So, yes, the holiday schedule causes a major impact on how people design games. They are thinking: "I need to finish this at holiday." And unfortunately software products are notorious – especially entertainment-based software products not just games but all of it – are notorious for not being easy to schedule to land on time. So there are two things you can do: you can miss holiday or you can scramble and work really, really hard to try to make holiday. Unfortunately, I don't think there is anything we can do about it. I don't think that if all the publishers banded together and decided that they were ship only 1/3 of their titles at holiday sales would spread across the year because, unfortunately, the way our consumer system works here – at least in the United States and a lot of Western Europe – it's all balanced around holiday. That's where the dollars are. So, sure, would I love to be able to ship a game in April and do just as well as I do in holiday? Yes. Do I think that that's the case? Really only for a couple isolated incidents has it worked well to ship outside of holiday.
I look at certain publishers like Capcom which seems to have – maybe three plus years running – this uncanny knack for releasing games in Q1 and doing really well. And Grand Theft Auto 4 was able to sell an immense amount of units even past Q1. Bioshock was released in August, and was a huge hit.
Yeah, but if you took the Dead Spaces and the COD 5s, take three games that sold over a million units out of holiday and put them in February and then see how well other February titles do, right. I mean part of the reason they do well there is that there aren't a lot of other titles launching.
Right.
"If I'd shipped Gears in April, would I have done better? We don't know so, unfortunately there is a lot of fear to move out of holiday." |
For instance, if you just put the games that ship in holiday and spread them out over the year, then I think you would see sales diminishing for the titles that are currently shipping out. It's all a "who knows?" If I'd shipped Gears in April, would I have done better? Maybe? Maybe not. We don't know so, unfortunately there is a lot of fear to move out of holiday.
Well, the big question there, with something like Gears. Grand Theft Auto 4 can sell 10 million units in the off-season. And then you have a title like yours, Gears 2: huge launch, huge anticipation, huge built-in audience, so if you were to release later in the year outside of the holiday season, you'd be more in the Grand Theft Auto-type of scenario. Where you would have a audience, built-in press, you're going to have the magazine coverage, you're going to get the coverage regardless of when you release.
Right. So, yes I agree that when you've got a major franchise you're kind of lucky enough to be able to go into a different time of year. And you will clear out space, right? I mean if we announce that we are shipping Gears 2 in April, I think, I mean if we announced early enough publishers would know. Okay, if I'm going to go outside of holiday, I'm not going in April. And nobody shipped on top of GTA, at least nobody did it on purpose, we all knew when it was coming.
I think a couple did.
Yeah, and how is that going? Because I sure didn't want to ship on top of the Warcraft [Wrath of the Lich King] expansion. I ended up doing that because they came into holiday with us. I wish they hadn't, but at some point you pick a date and stick with it. No it's a great point. Could we move out of holiday and be successful? I'm not sure. I know for Gears 1 it was crucial for us to be in holiday because we were part of the platform strategy for selling Xboxes. And they wanted to move Xbox selling in Christmas, and that's you know, they sell a lot more platforms in Christmas than they do the rest of the year.
For Gears 2, sure we probably could have moved on from holiday, I'm not sure if it would have done better for us but to get back to your original question, there is an emphasis on holiday whether or not it makes sense and yes that absolutely impacts schedules for studios. As a middleware provider for us, yes, in June, July its crazy from the support side. There's tons of people shipping games that holiday who just realize it's not going to work the way they built it and so, yeah, it's certainly busy for us but right now it's the nature of the biz.
At Epic, I'm curious about how things work internally. Certain teams go into crunch. Let's say they get the E3 demo done. At other developers, we've heard cases of devs being rolled off of one project and right into another and then right into another, kind of constantly picking up the slack on crunch time or crunches on different projects. So they are kind of in a perpetual crunch mode.
That works about as well as you'd think it would.
I would imagine so.
If you scoop someone off the front lines of Afghanistan and fly them to Iraq and you put them back out and you keep doing it, performance is going to suffer. No. We don't ship so many products that that's a problem for us. The guys who suffer the most are the gameplay programmers assigned to a game like Gears because that game ships and then they've got about two weeks of wait-and-see time while it's in certification where it might pop out. So they can't go to Aruba, but they can go home and sleep. And then if it pops out, they've got to spend either two or three concentrated days to fix whatever bugs came up in certification and send it back in. And then they get to rest some more. Then we start having first play results four weeks later. Once first play hits, God knows what could happen. Oh no! The shotgun's broken! You can cheat with it or something. So everybody has to scramble and get a patch out. So they probably have the worst of it, but still I think you hear a couple "Wait a few weeks. Wait a few weeks." And during that time, they're doing R&D for the next game or cleaning up the shortcuts they had to take and doing documentation.
We don't ship games fast enough around here that we have to roll people from game to game to game. Bigger studios have that ability, but of course they have the responsibility to not do it. You can't put someone on back-to-back crunches. I've had one person who ever had to do that and that person is a workhorse, knew they were taking it on, volunteered to jump on the crunch for another product because he felt really strongly that he could make an impact on it. We gave him weeks of downtime after that. That's something we avoid strenuously here.
Regarding the IGDA quality of life uproar, what could, or what should the IGDA do regarding the quality of life of developers, if anything? You said you ran for the Board in part to address this problem and don't think that it has really been addressed. Do you think that this is much ado about nothing industry-wide or just much ado about nothing in terms of specifically Epic Games?
That's a great question: what could we be doing? I think the IGDA is not a union. It's not there to protect the workers from evil companies or something like that. I think some people wish it were and so those are the people that got upset when I said we crunch when it's time to get a product out the door, but we're careful about it and we make sure we reward the guys. All they heard was crunch and IGDA Board of Directors and they said "he's the one who's supposed to protect me from evil crunch." But that's not the IGDA Board of Directors job. The organization is to try to share the best ways to make games and to take stances on issues. If their stance is that crunch is a very bad thing, they should be actively taking a stance on it. But they're not. The IGDA doesn't feel that crunch is a bad thing.
It's exploiting people. It's mismanaging people. That is a real problem and taking a stance against that. So the Mythic pop-up, you know when they were not crediting workers who left even though they put the time in, that makes a lot of sense for the IGDA to be speaking up about to say people should be credited for their work.
I don't think that the IGDA should be developing credit standards that specify if someone's work is at least 8% of the product life cycle that I should give them a full credit because I'm not going to give them a full credit. I don't think it's appropriate. I'm never going to sign onto that and never will other publishers. I think as soon as you start getting into specifics of here's the way the IGDA mandates how credits, or lifestyle, or quality of life should be done, I think they're getting into a real problem because they are an international organization. Saying that the way this MMO in Korea gets made should be done in the exact same way and credited in the exact same way as one in Iceland, as one in North Carolina. It just doesn't make any sense.
I think it's more that they should be looking out for the interest of the developer and advocating strongly when they see someone doing something wrong. I don't see the IGDA at all saying we've done something wrong, except for one board member who is very spoken out in disagreement with the way we do things. But that group doesn't think we're doing anything wrong so I'm kind of surprised to see the flap a month after that panel went off.
You said the IGDA is not a union. In terms of a union for the video game industry and video game developers, what are your thoughts on that? Would you be in support of one? Do you think that there is value for one? Do you think there is a place for one in the market and in the video game industry at least in the U.S.?
Well it's really tough, because I don't think a union would significantly change the way that most companies do things today. I can imagine there were some really rough situations that came out over the past couple years of companies not treating employees well, and I guess unions could have stood up to that. I'm not a big fan of unionization overall, but I can see how it could have helped in some situations. That's dicey. I definitely don't think an international union makes sense, so it's not the IGDA that should be involved. And my big concern is – I'm on the ESA board, right? So that's a really fun meeting where I'm sitting there with the head of all the major publishers in the United States. And we're all worldwide publishers, and we were talking about, one of them had a major large studio in – I'm trying to tell this story without identifying who it is – but say, in a Western European country. And that Western European country changed their laws on vacation and overtime and crediting all pretty rapidly in a row, and so they took those 1,500-odd people and just moved them to another country. Which is devastating, right? I mean, that affected a lot of people, I'm sure, and many people didn't move with the company, looked for other jobs, had to move. I don't want to see all of the work moving out of the United States because this is the place where you've not allowed to crunch. Epic would move to Canada if we were told that crunch is illegal and you can never work someone more than 40 hours a week, because our products would not be as good. Once it finally all comes together and we want that last little push at the end, I don't want a union representative leaning over my shoulder, telling my guys who want to be there working that they're not allowed to. That's silly. So I think a union could be really damaging to the games industry here in the United States, just because I think you'd see more work going overseas, and that's already a trend right now.
And you don't want people avoiding working with American game companies. I mean, you already hear it, for example, France with 8 weeks of vacation. There are folks who refuse to work with French game companies, because they're going to disappear, you know, all of July and August, and everything shuts down and it becomes a real problem. Obviously there are amazing products coming out of France, but there are folks who just refuse to do it.
It's not surprising that [French-based] Ubisoft is investing so much in Canada.
Yeah, and a lot of their really great products are coming out of there right now.
Montreal is their real bread and butter right now.
That and the 30% tax credits in Montreal doesn't hurt either, right? It's the same thing, but its legal structure has a massive impact on where game development is getting done and how it's getting done.
It's like Delaware for banks, but for games.
Exactly, yeah. We've got a couple of corporations in Delaware, it's just one of those things that you do.
It's amazing how Montreal is apparently becoming the North American capital of video game development.
Yeah, really while no one was paying attention.
Products aren't done when you ship them, not only in terms of that old chestnut of, "You're shipping a broken game!" but with everything from DLC to ongoing content. So you're not only creating new content and releasing it, you're fixing old content, let's say if the game actually is broken in any way, and you are modifying or tweaking or evolving existing functionality like multiplayer. So as a game goes through crunch, like you said, then it ships and there's a certain amount of downtime. But in reality it's a living thing and it's out there now, and you need to have people on staff who are able to respond to complaints or criticisms, cheats and bugs. And then you have other people who are still working on DLC, so how do you guys address that internally, when you do have to get that team onto new games but they're still supporting and working on old games?
Well, the cool thing is we've doing that for 18 years now. I mean ZZT, the first game we shipped, was actually an engine which had the ability to make new content with it and Town of ZZT was the game that Tim made on top of it and so we've been maintaining a community of people making games way before Unreal came out in '98 and that's 7 years prior. We're sort of used to it. If you think about Unreal Tournament, we shipped what, four bonus packs over a year and a half, two years. I couldn't tell you how many patches and updates to that, so that was 99 to 2001 or 2002, something like that, where we shipped tons of new content. I just shipped a gig of content for free for Unreal Tournament 3 and that game shipped in 2007, right? So that how Epic works. We're used to it. We build into the schedule the additional content. We build a lot of it before we ship the game in the first place and then we keep maintaining it. You don't have to crunch to ship bonus pack content.
There's the thing. I mean I want work for everybody to do. You don't want someone to work really hard, get out a great game, take a break and then come back and there's nothing to do yet because the design team is scratching their heads and staring at a blank piece of paper trying to figure out what the next IP is going to be. It's really natural and easy to have artists come back and start working on downloadable content or additional levels or whatever it is, bonus packs. So, it's actually really good for us, especially as a small studio, right? When you're bigger company, Ubi Montreal is a great example. They've got a pre-production team working on lots of games and once all the artists finished with whatever title, they're immediately able to move over and be productive on another game that's in the middle, the main chunk of production. For us, as a smaller studio, we're not a two-team studio. We've always been one-and-a-quarter, one-and-a-half, so some of our guys work on DLC and new content. Other people are working on prep-production on a new title, that kind of thing. The only time it gets tense if when it's a bug, like you say. When we find out there's a real problem in multiplayer or something like that and then we've got to get it done. We've got to get it over to cert right away. So other than that it's generally just a good job.
Like you said, the forums are on fire and have been for some time and there a huge amount of internal discord going on in all sorts of IGDA venues about that specific quote, that specific situation and Epic in particular. Why do you think that is and why this scenario in particular?
Golly, I need to say I wish I knew, but I know there's people who are really sensitive to overwork and I get that. There've been people who've had a really bad experiences and we've heard the stories, the EA spouse horror stories about folks being worked way too hard and never getting any time for their families, that sort of thing. Our guys vote on how they want to crunch and last time they chose having weekends off, so you could spend a whole weekend with their family and recharge. Other times, they've chosen six days a week, but fewer hours, you know that sort of thing. And hearing some of the horror stories, that's just frightening. How do you work someone a 100 hours a week and get anything useful out them. It doesn't even make sense, right? So, I get it. I get why people are scared and upset and worried about abusive employment. I understand that.
Why this particular issue came up with it? I think probably has a little bit to do with me being so confident that we are doing the right thing. I think they want everyone who crunches always to be contrite about it and say, "We're so sorry we fucked up, we didn't mean to let anybody work more than 40 hours a week. This is a huge disaster. We'll never do it again." We don't feel that way. We're very confident we did it the right way. We've done it 18 times and we're going to do it a 19th time and everybody here knows we're going to do it a 19th time. We're not lying and saying "Oh, we blew it!" I think that really bothers folks who have seen people do it, overwork someone, and then when we say "Yes, we crunch and we burst sometimes," confidently, like we know what we're doing and we're sharing that message. Because I really think Epic knows what it's doing and we've proven that again and again. We've been very successful. I think that really upsets people. It's not like we always crunch and that's the message to get across is when we do, we do it very carefully, rationally and we think it was the right decision. We don't regret it at the end. I had one or two that were, wow that went too long, we had a rough time, we made some mistakes in planning but that's not to say that crunching is the wrong thing to do.
I actually did a talk the year before on how me manage the company. I gave an hour long talk [video linked below] about how we manage people and performance and it included basically all these same topics and it didn't bother anybody that year. I don't know what it was about the panel the following year.
click to open video
Fascinating to hear that you vote on how the team is going to crunch, which seems like a sensible way of doing it.
We have all of our leads in a meeting. Generally some of them bring up "It's time we should really think about crunching." A lot of my guys are already working late we should do the whole team at once. Because the last thing you want is the guys who are working late to be looking at the folks who aren't saying "How come they're not?" and getting the whole "Doesn't anybody know we're in trouble here? If we're going to get this feature in we've got to push push push." So the leads will get together and we will unanimously agree to do crunch at that point and that's when we take feedback from the team and choose how to do it. And we do it as a team, always and we'll only shut down entire teams at a time. So the whole Gears 2 team will crunch and then we'll say, "Okay, art is done. They're content complete." They're not even allowed to touch anything at this point. So they're off crunch now. Except for bugs that might pop up and we'll have one or two people assigned to on call for bugs. Then we'll shut down the level team and then finally the code team as we go through. So, we do it as a group. I think that's pretty important.
Thanks for the time, Mike!













Reader Comments (Page 1 of 2)
PR0F3TA @ Apr 22nd 2009 6:06PM
what is this... i dont even...
Christopher Grant @ Apr 22nd 2009 6:12PM
You've got to "read" the article. You can do it! I know you can!
chispito @ Apr 22nd 2009 6:48PM
Well maybe later. For now:
I think you mean "Exploitative."
chispito @ Apr 22nd 2009 6:49PM
Oh no, I stand corrected. Both are acceptable variants. Maybe I should just read it now.
Christopher Grant @ Apr 22nd 2009 6:53PM
Right – I did change it to "exploitative" in quotes just to match Costikyan's specific accusation. I've always preferred "exploitive" though.
Madster @ Apr 23rd 2009 3:04AM
I prefer the term "explosive" myself.
Coz I like things that go boom.
ArchGamer @ Apr 22nd 2009 6:14PM
Cat Fight!! *rawr*
ArchGamer @ Apr 22nd 2009 6:23PM
Looking at the article, where the employees work until 2 am on their work seems like nothing to me. I have literally spent three days awake working on my architectural model for one of my classes.
Interesting note, don't carve anything at 3am while having not sleept, I have the scar to show for it.
fuzzynyanko @ Apr 22nd 2009 6:18PM
That's one thing that worries me about applying to a game studio. Unlike a lot of other companies that recruit software engineers, game programmers tend to be more prone to getting overworked.
Christopher Grant @ Apr 22nd 2009 6:20PM
Read the interview for Capps' comments on that.
fuzzynyanko @ Apr 22nd 2009 7:06PM
True, but there's a general notion that the video game industry will suck away your soul. From the article, Epic seems really good on that front. In fact, some coders will get in the zone and become a coding machine for long periods even feeling more satisfied than stressed. It's just that you can't control when it happens
Snap Count @ Apr 22nd 2009 6:25PM
Reading more than 250 words, hurts my head. Any way you could pit this in audiobook format.
The Dark Wayne @ Apr 22nd 2009 6:29PM
Wow, Kerfuffle, had no idea that was an industry term. Or a real term at all
Foetoid @ Apr 22nd 2009 8:16PM
You've been under a rock for a while now haven't you Mr Wayne. Or should that be hiding in your bat-cave a while now?
BigFat @ Apr 22nd 2009 6:30PM
I'm not trying to be negative, but i wonder if Capps wasn't kicking picking out of the office while they were in the middle of a bug, would Gears have as many bugs as it did?
I'm mean, if the guy wants to work, let him work. They should be on salary's so it isn't like they have to pay him overtime.
Phillip @ Apr 22nd 2009 6:52PM
When people work too hard, they produce sub-par code. Whether they are conscious of it or not, it's just a fact of life. If they were to let people work that late, someone would have to spend even more time going back and fixing the bad code. Worse, if the bad code lies unnoticed for any length of time, new code can be written that depends on the bad code being the way that it is, making it even more difficult and time consuming to fix the bad code.
I didn't realize they kicked people out at 2 a.m. They've got my respect!
doc j @ Apr 22nd 2009 9:05PM
What's funny about this to me is that there is a huge kerfuffle about people creating video games being forced to work long hours and how this eventually results in worse games.
You know who works a lot longer hours than video game developers? Medical Residents. Eighty hour work weeks are the norm and these are the people who provide the majority of patient care in the hospital setting. Before anyone says the motivation for these hours is for the "training" process or something - it's not. The reality is the average first-year resident makes much less money than many of these developers (we're talking a national average of under $40,000 / year... and the vast majority being $150,000+ in debt) and the reason they work so many hours is because they save a crap load of money for the hospitals. You can have 5 residents work 18-hour shifts (common enough) or the same pay as an attending who works a 10/11 hour day (which is also a rather long day).
Not to say the discussion of these working conditions doesn't have merit, of course it does - and this is a very good read to shed light on the subject. It just seems weird to me that we would be so complicit and accepting of this exploitation in one field and then cry afoul in another field.
Thanks for the atricle.
Xoonaka @ Apr 22nd 2009 9:25PM
@ doc j
I agree the whole Medical Residents thing is far worse, but I think the reason we're seeing the outcry over this issue is because it's part of the game community and it's a gaming news site. I certainly hope the same discussions are happening on hospital forums.
Courtney @ Apr 23rd 2009 10:46AM
First, awesome interview Chris, I really enjoy these in-depth looks at an issue.
@doc J
I think your comparison to medical residents is valid. There are many, many, many industries that have really long working hours, and some of them we just take for granted.
I come out of two fields that can both be notorious for ridiculous work hours (agriculture and journalism). I grew up as a farm kid. You can't ask the weather to hold off for a few days, because you've already put in 40 hours that week. You work until the work is done, or else your entire livelihood collapses. I thought putting in 80+ hour weeks was normal when I was a kid, because I didn't know any better.
Duke @ Apr 27th 2009 10:26AM
I have to add in that if you are a lawyer and get away with working a 40 hour week then I'm pretty impressed. Any of us in the defense field have to bill out a set number of hours each month, and many people have insane amounts of hours to bill. So, if you more or less have to bill 10 hours a day, that means you are in the ofice many more hours than that each day.
Xoonaka @ Apr 22nd 2009 6:33PM
I didn't read the whole thing yet, but I have been reading most of the IGDA forums on this topic.
What most people hate, I believe, is that he advocates "scheduling" crunch. Planning for something that, most people, believe should be emergency only use. And he's also quoted as saying your game won't be as good without a crunch period.
I'm not 100% sure where I stand on this issue, to be honest, but his quote "The average person here made more on bonuses than they did in salary for Gears 2." seems kind of suspect. Who knows though.
Christopher Grant @ Apr 22nd 2009 6:42PM
But Capps makes a strong case for responsible use of crunch through management. While many devs find themselves in a crunch, unexpectedly, Epic is evidently very responsible about the application, and seeks to ameliorate the often negative effects it has on teams.
What is important to note, as he does later in the interview, is that just because Epic has created a successful crunching model (and incredible financial incentives are a part of that, if one is to believe his comment about bonuses) that would appear to be the exception at Epic, and not the rule industry-wide.
Xoonaka @ Apr 22nd 2009 6:55PM
Yeah, I see what you're saying, but many on the IGDA forums (especially those from Europe, since apparently Europe has very strong work laws in place against long hours and such) believe that crunch is something we should strive to eliminate, as they think in all cases it leads to less/worsened productivity. So scheduling it sort of flies in the face of that.
It almost feels like a theory versus practicality argument sometimes. I love working long hours when it's optional... but man, working the long mandatory hours really starts to drain on you after a while. I used to work late probably 3-4 nights a week early in this project I'm on now... but once it became mandatory, in about week 7 or 8, it just really felt like I don't want to be here, ever... I dunno why, I love the project.
But yeah, interesting read, now that I've gotten through the whole thing. He certainly makes his argument well.
WiredKnight @ Apr 22nd 2009 10:35PM
The issue is that most people don't understand that crunch is a natural part of the development process. You can't schedule or prevent it. To make the best games, it's all about how you manage it. From all the interviews and other information I've seen about Epic, they actually probably deal with it the best. With that in mind, it seems really unreasonable for Costikyan to say the things he did.
keegan @ Apr 22nd 2009 6:44PM
Great article/interview with some good points. (But you've got a mangled link about the GTA IV launch back in Nov.)
Christopher Grant @ Apr 22nd 2009 6:46PM
Nice find! Fixed.
Phillip @ Apr 22nd 2009 6:53PM
Thanks for the article. I only heard about the kerfuffle in passing. It's nice to hear it put into perspective.
Joystiq (and Christopher Grant) RULES!
dannah @ Apr 22nd 2009 7:20PM
This is a good interview, although the guy is still a "management dickhead" in my opinion.
Duke @ Apr 27th 2009 11:44AM
Why? Because he's management? God forbid that someone is in charge at a company. We wouldn't want stuff to get done now would we...
Xepo Theory @ Apr 22nd 2009 7:01PM
obviously crunch time and all that comes with any big creative multiphase project. if the programmers and everyone really do get bonuses for the game doing well then who cares honestly? if they want to put out a crappy game they get paid a certain amount to make it regardless of how it performs so the bonuses are an extra incentive to put out a really good game which might require crunching and pulling extra hours if they didnt want those bonuses or werent passionate and proud of their work then they could not do the best they can and they wont see the returns for their hard work theres nothing wrong with that its all about how much you want to make compared to how hard you want to work. if the programmers or whatever dont like how things at epic function theres a simple solution dont work there
Xoonaka @ Apr 22nd 2009 9:29PM
Well, crunch is never "necessary" for a good game, and that's exactly why some people are upset, because he's being quoted as saying it is necessary. It likely will happen, but that's not due to wanting to make a better game, it's due to tight schedules and/or budgets. A studio generally doesn't want to fund a project for too much time.
Another thing to note... is the people who are getting the bonuses are probably like he said, the people on projects like Gears 2... the successful projects. What about the latest Unreal Tournament? It didn't do nearly as well... I doubt they got huge bonuses... but I'm sure they worked just as many hours.
It's kinda tough not having total control over your pay.
Xero Theory @ Apr 23rd 2009 1:44AM
one could argue that crunch time is necessary though because no matter what there are going to be bugs or other things to fix and when a project comes down to the wire it is time to crunch and get as many things done to the best of your ability. he says that in the interview that people will work normal schedules until about a month and a half before release and then they crunch its a respectable and obviously very effect dev. model. and as far as UT3 the people that worked on gears 2 put out a superior game that was marketed better and was on a more popular system. while im not saying the people who worked on ut3 dont deserve credit for trying its not fair to not award a team that made a really well selling popular game. the people on the ut3 team got paid their base salary for the game they made so they arent losing money the bonuses are only money earned.
Xoonaka @ Apr 23rd 2009 10:46AM
Right, I get that Gears 2 is more popular and maybe even a better game... but if the reasoning behind it's okay to work lots of "crunch" time because we reward our employees with bonuses... then I don't think it's entirely fair for people to work a lot of crunch and not get rewarded.
As for crunch being necessary, yeah, I agree, in the real world it probably is necessary. But it's not necessary to make a better game, it's just necessary to make a better game faster. Which, you know, time is money and all, so I get why the owner of a company would take that stance.
Xoonaka @ Apr 23rd 2009 10:51AM
Hey, I just read Capps post below. Now that "pool" of money sounds like a great solution to me. I'm very glad to read that. That almost completely invalidates my argument.
cuteSAVAGE @ Apr 22nd 2009 7:03PM
Absolutely fantastic interview. Kudos!
-----
I can't say whether or not I agree with everything he's stating, but he did make some excellent points and presented his views very well. This is the first I'm hearing of the kerfuffle so I probably need to check into it a bit more. At least from his comments in the video/panel and this interview, I'm taking away from it that the IGDA blew what appear to be completely rational comments and position out of proportion.
Personally, I feel if the gaming industry has already become to much of an "industry." Soulless like hollywood and the RIAA. The more passionate hobbyists making games the better, even if they work for major publishers like EA and Activision or larger devs like Epic and Blitz. What I'm taking from his comments is that is exactly the type of employee they seek, and the type of studio environment they are trying to foster. I may be looking at it wrong, but I'm not getting the vibe that he is forcing his managerial position on anyone.
cuteSAVAGE @ Apr 22nd 2009 7:05PM
That he is *NOT* forcing his managerial position. - Fixed.
cuteSAVAGE @ Apr 22nd 2009 7:06PM
Argh, now I've created a double negative... Oh well. :(
Xoonaka @ Apr 22nd 2009 7:13PM
Well, don't forget, he is forcing mandatory extra work hours during crunch periods. And he's only seeking to employ those who he feels are willing to put in optional extra hours as well. But I agree with you, it's hard for me to know whether I agree or not. It's kind of a gray area for me.
xGeneral DEATHx @ Apr 23rd 2009 8:45AM
@ Xoonka:
I thought he said that he wasn't forcing crunch hours, but that his employees are just *that* passionate about what they do. Maybe I'm reading the article all wrong, or perhaps I misread your comment.
Michael Capps @ Apr 23rd 2009 11:32AM
@doc j: The abuse of medical residents by the industry is absolutely insane. Writing dangerous bugs in the middle of the night is nothing when compared to writing dangerous prescriptions. As I understand it, the 36 hour shift exists for no reason other than to save hospitals on staffing costs, and that's wrong.
@XeroTheory & Xoonaka: All the money at Epic goes into one big pot, regardless of the source. We keep a year of money on hand, just in case our publishers and engine licensees all spontaneously combust. Anything over that reserve is bonused out to employees across the company, split up based on their 'share' in the bonus plan. (Shares are determined by regular employee reviews.) It's crucial that we reward people the same regardless of their project. We just shipped a *GIG* of free content for UT3, for free, a year and a half after the game went gold. You can imagine, there's not much money in launching free bonus packs :) and we do those all the time! I want guys excited to do their best work on everything they do here, not fussing about being assigned to the 'most profitable' project.
@Virginia: Yes, there is a Bonus Clause. :) It's true, we've been so lucky to have a great base of fans who have enjoyed our games for years. That has translated to profits, and thus great bonuses for the team. I don't like to get into specifics, but just think about "5 million units sold" and "100 employees". :)
@many: Yes, we have 'forced crunch hours'. We'll all discuss and set a goal, like "10 hours a day, 5 days a week", or at worst, "12 hours a day, 5 days a week, weekends off". People can still flexibly work their preferred hours during the day, but we set a minimum bar. We often debate whether a bar is necessary, but we do frequently have employees asking what is expected of them during crunch, etc. so we've stuck with this method for the last two games.
@DarkNessBear: Dude, come back from the edge! This industry is awesome! I really don't hear about many places doing 16 hour days; if it does happen, it's that last day or two before submitting the game. There were some nasty stories (ea_spouse) about months and months of unbearable hours, but you're really hearing a lot less of that now. I'm convinced no one is able to work more than 12 hours a day for long - at least, not and still be productive. And what's the point of working someone more, to make them less productive? Admittedly, testing is a little different; most testers are paid by the hour, and get overtime after 8, so they can sometimes be happy to work a few hours of overtime. The danger is that testers are often younger, and will sometimes take more overtime than they should. That's when an experienced test manager is crucial.
@person who said Epic's example might be misused: Yep, I said that in the interview too, and it's a real concern. I always try to qualify with "It works for us, but we are VERY unique." Very few studios have our compensation package, our employee seniority, our culture, our size, etc. And most important, we make it clear up front that we work hard at Epic. Any time we hire someone, we're adding one more slice to the big delicious royalty pie. So we're cautious about hiring, and try to keep the ship as tight as possible.
@Mr French: Well said. No one would give a crap about Epic if all our brilliant, talented people had left years ago due to poor treatment... because Epic wouldn't exist.
@Everyone kerfluffling about quality of life: I absolutely agree that quality of life is a serious issue in the games industry. Sadly, it's an issue throughout the USA -- who wants to be on top of the 'most hours worked per week' country list? We all need to be watchdogs speaking out against exploitation of workers, in any industry. But really, you're not doing the cause any good to go after Epic. We don't have 1% annualized turnover and win "Best Places to Work" awards because we're exploiting our workers! I'd politely suggest you leave us out of it, and focus your boundless energy where it'll make a difference, not where it'll just make you look uninformed.
@all of you: Really glad to see a reasoned debate here. Who'd have thought Joystiq would be a more rational place to discuss issues in game development and quality of life than the IGDA forums? Good for you!
Xero Theory @ Apr 23rd 2009 11:21AM
@Michael Capps
Thanks for putting it into perspective that seems like the fairest solution not doing a bonus on who works on what. Also I dont know why this is such a big deal to the community at large. If things were as bad as some people are making them out to be then Im sure that epic would be way down on people wanting to work there or at least they would be investigated for their work and business practices. Since nothing like that has come up Im going to continue to enjoy games epic puts out as one of my favorite studios.
Poddie @ Apr 22nd 2009 7:12PM
Wow... this was a really great read. I've missed the whole "kerffufle", but i have to say that I'm very impressed with Michael's comments and honesty here. It sounds to me like they DO know what they're doing. People on the internet fly off the handle at out of context comments and just go nuts... I really hope all the people who have had negative comments at least take the time to read this interview. Unfortunately I don't think most of them are really interested in a discussion about it... they're just cruising around looking for the next drive-by bitching hit and run.
I would also like to compliment the interviewer on his very intelligent and well worded questions.
Props all around!
euchrid_eucrow @ Apr 22nd 2009 7:34PM
Unfortunately this is the norm in many "design" fields. The anecdotes about kicking people out at 2am remind me of my college years in an architecture program. You had the bldg staff kicking you out at 2, so you'd have to hide till they moved on in order to work the whole night through during crunches. Depending on the semester/professor, you might have a design review weekly so you might be pulling 12-14 hour days, 5-6 days a week for the whole semester.
The biggest problem with an industry head saying its alright to pull long hours during crunch time has less to do with Epic's staff as it does with other companies pointing to an industry leader and saying "if its good for epic its good for us." I don't know what its like to be a programmer right now but as an architect the current economy has turned any job into a valuable commodity, even some of the sh*tier ones. So i wouldn't be surprised if there are people out there working longer than they're comfortable with for the sheer fact that they need the work. The problem with being as successful as Epic is that they become an example and whether or not its wanted or warranted they inherit a responsibility to the VG design profession as a whole since they are likely to be seen as an example.
The thing is management will always try to take advantage of you, its just human nature, and by advantage i don't mean a sweat shop but if you're willing to work till dawn they'll usually let you, because its in their best interest. Well, if you're on salary that is, and you consistenly have to strike a balance between being a "team player" who is good in the crunch without letting them walk all over you.
Justin D @ Apr 22nd 2009 7:21PM
I work in the industry, was *at* the panel with Capps, and didn't even bat an eye at anything he said. Huh.
DarkNessBear @ Apr 22nd 2009 7:28PM
Ugh - watched the video - it really makes me not want to join the industry. It has been my life goal, but I also like having my own time. I don't think I could handle working 16 hours a day 7 days a week for 1-2 years... I'm just not that kind of person that is a emotionless robot. What is the point of life if all you do is constantly work? You can never do anything in your life?
This crap makes me feel so depressed. I used to work at THQ and quit because of this very issue, I was a QA tester and the job was not that fun. And I would have just worked 8-9 hours and was ready to go home and see my girlfriend, play some games and eat... and they would come up and say, "Hey guys we need you to stay for 4 more hours". I was like, screw you... but there were so many guys around me blindly saying, "oh alright". How the hell do people not have lives??
I guess if you are really passionate about the game you are working on and are having a big hand in helping create it and it is a collaborative effort - but I would not dare do that if I didnt have a big stake in the project. And I really do believe if I worked 60-70 hours a week, 7 days a week for a few years on a game, and it came out and some loser on the forums said, "This game sucks!" I'd probably find him and kill him.
Ugh... fuck life.
DigitalTwisted @ Apr 22nd 2009 8:21PM
I totally agree with what your saying Bear, and if what you've described is "industry standard" then it definitely needs looked at and changing.
I am a lazy bastard, but when I get wrapped up in something I'm passionate about I do put in long long hours, and the Epic model sounds perfectly acceptable to me.
Maybe instead of lambasting Capps and Epic for their way of doing things, it's the complainers who should have a look at the way they do things and step back for a moment and ask the question of themselves...."Wait a minute, is what we are doing better than what Epic are doing?"
From your comparison with THQ there, I would say the answer to that question would be "No, and it is in fact worse."
Battledrill @ Apr 22nd 2009 7:33PM
I don't condone his actions if he goes out of his way to be a jerk, but have any of you ever managed before? If you have, a lot of top brass people will tell you the same thing. "You have to be an asshole, or they take advantage of you". I personally have never seen if it is true but thats the whole vibe. The Pixar work environments are few and far between.
Loki_d20 @ Apr 22nd 2009 8:13PM
From the article: "Honestly, the rule I have the most trouble here with these guys is kicking them out at 2. That's the one that pisses folks off. It's not the 8 hours a day, it's the 2am and I'm still working and I'm on a "I've got a bug by the tail and I want to finish it." And we'll have someone going around banging on doors, kicking everybody out because they need to go home."
Translation: "I have the most touble here with these guys not meeting our very strict milestones. That's the one that pisses folks off, especially the managers when our employees are unable to meet these ridiculous milestones that we give them. And we'll have the managers going around to each office, checking on them often to make sure they're working hard to meet these deadlines."
Okay, perhaps I'm a bit cynical...
tyetheczar @ Apr 22nd 2009 9:37PM
I wonder what CliffyB has anything to say about this issue.
Jerk Face @ Apr 22nd 2009 9:59PM
He's too busy giving the People's Elbow to the dudes down in the mailroom to worry about it.