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Reader Comments (66)

Posted: Apr 22nd 2009 10:44PM WiredKnight said

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You're only kidding yourself if you think nobody's tried that before. Crunch happens, there's really no way to avoid it. It's a psychological thing. No matter how you try to prevent it, people always work harder when deadlines are coming up.

You can plan it out all you want, but the most passionate workers will always want to put in the extra time.
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Posted: Apr 23rd 2009 7:08AM acme64 said

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of course, that's fine. But this isn't about passionate workers, this is about Epic exploitative practices. You cant exploit a passionate worker if you leave them be.
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Posted: Apr 24th 2009 3:55PM WiredKnight said

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Right, that's what Capps is trying to explain. The people at Epic work long hours because they want to. They're dedicated to making great games and they understand the kind of overtime that's needed to really polish things up. The issue is that Costikyan accused Capps of "exploitation" when really Epic employees are some of the best managed, happiest workers in the industry.
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Posted: Apr 22nd 2009 10:43PM martyk said

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Awesome interview :-)

Posted: Apr 22nd 2009 11:01PM MrFrench said

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Dammit Chris Grant,
This is the kind of representation of game journalism that gives us all a bad name!

Oh wait.. this was actually a great and well put together interview wasn't it? I wonder what Brandon Sheffield would have to say to this...

In all seriousness, great interview Mr. Grant. Though it felt repetitive at parts, it gave a great insight into the workings of Epic and Capps defended himself and his actions the correct way, by telling the facts of turnover rate, etc. If this was such a big deal, then Epic wouldn't have anyone working for them and wanting to keep their jobs in the first place.

Posted: Apr 23rd 2009 7:18AM (Unverified) said

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He comes off pretty well. But managers usually come off pretty well when justifying these kind of things.

Its definitely true that they need to be hugely flexible in their working hours. But i think the important thing is to track all the hours and make sure employees get "reimbursed" for the crunch time.

Crunch time is essential for most software products, but they need to ensure that employees get the time off afterward to recuperate. thats the deal.

the problem comes when people go into crunch time thinking they'll get to recover afterwards, but just end up being put straight into another project.
(and given the number of kids who want to be games developers, they often have no choice but to take it.... then they burn out and it isn't good for the company long term...)

Posted: Apr 23rd 2009 6:37PM (Unverified) said

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i wonder why there has to be a crunch at all? couldn't the industry possibly change so that people can just work more normal hours? meaning, take longer to make the game working longer hours and build in the ship date knowing that there won't be any last minute crunching for a month. would games really be worse off if that happened instead?

Posted: Apr 23rd 2009 10:10AM (Unverified) said

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I've worked at several large studios, and am now at Epic. The difference between the crunch here and at other places is that here it's only turned on when necessary, it's never a decision made lightly. I've worked on other projects where 1/2 of the entire dev cycle was crunch. Here, it's usually only a few weeks for demos during the last year of the project, and then the "ship crunch", which for Gears 2 was June-August. So I think there was about 4 months of crunch total in the 2 years it took to make G2. This is a perfectly acceptable ratio in this industry, better than any other place I've been at by far, and to top it off - like Mike said - when the game sells well, the profits are shared. His comment about us making more than our salary in bonuses was very accurate, if not on the low side... most of us who have been here for more than a couple years probably made 2x (and up) of our salary with the first G2 bonus this year, easy. Let's just say there are lots of corvettes and porsches in our parking lot.

The reason that most other companies can't retain people like we do is they don't do that last part. Usually when a game is finished, devs get their 10 grand shipping bonus or whatever, and that's it. EA pays annual bonuses only if their studios are profitable, but it's in the 2-4% range... 5% if you're a top performer! Oooooh! Here there is MUCH more motivation to stay up late perfecting the game, and to not quit the team when it's done.

Of course, in the end we're all gamers at heart, and staying up late working on a fun game with your friends often doesn't feel like work. We'd be doing it anyway, more likely than not.

Posted: Apr 23rd 2009 1:56PM boomshadow said

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Mr. Grant, I don't necessarily feel this was your best possible interview with Dr. Capps. Granted, you avoided the pitfall of beating him up (metaphorically, and I assume physically), and Capps put forth what seems like good info quite often, but there were questions that you could have worded a little less... I think the word I'm looking for is softball-like.

Perhaps softball-esque. Softballish?

I know this sounds mean, but the questions look tailored to Capps' answers. Push a bit more next time, please.

Posted: Apr 23rd 2009 10:46AM Courtney said

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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.

Posted: Apr 23rd 2009 10:48AM (Unverified) said

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@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!

Posted: Apr 23rd 2009 1:43PM TheWeaponeer said

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This is the same guy who had THIS interview as well.:

http://www.gamasutra.com/php-bin/news_index.php?story=10971

It is one thing to talk about working conditions, but when you practice outsourcing because of its ease, rather than trying to grow and bring in more talent from your own country, maybe your workplace IS "exploitative"...

Perhaps Epic should move to China to truly save on all costs. His logic follows that.

XBox 360 - Remember when Epic was cool? Page 302 Cliffy, Page 302...

Posted: Apr 23rd 2009 4:32PM (Unverified) said

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Personally, I don't feel that including numbers regarding bonuses, in either the interview or in the comments (including numbers of Corvettes in the parking lot), to be conducive to a positive work environment. The numbers quoted by Mike *are not* on par with the numbers my husband has seen. Of course, having read this interview, you can imagine, he was visibly upset.

I wonder if including this information was really a wise decision.

Posted: Apr 23rd 2009 6:19PM (Unverified) said

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Fair enough - although I did say "for those of us who have been here for more than a couple years", the implication being that you've worked here for several years; long enough to climb up the ladder a couple notches. The bonuses are great here compared to anywhere else, but it takes a few years and a great selling game before we're talking salary-sized.

Posted: Apr 24th 2009 6:00AM (Unverified) said

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I just got done reading this interview, on the toilet no less (thank god for internet enabled phones!), and think that Mr. Capps has nailed it on the head (no pun intended for the Navy folk out there). 40 hour weeks are an annoyance for a programmer who is dedicated and passionate about their jobs.

I work as a lead developer for an internet start up company, and regularly put in 100+ hour weeks. Not because I am required to, because I want to. For me, if the company succeeds, so do I. If a new hire came in and stated that they could not work more then a 40 hour week, yeah, we would not be interested in them. What a lot of people don't understand is development isn't just a 'job'. I wouldn't want to work with anyone that treated it as just a 'job', it's a way of life.

We use a saying around the 'office'... 80% of the programming takes 80% of the time, the other 20% takes the other 80%. Nothing ever goes smoothly. There is always something that could be done better, bugs that need to be squashed, features to be implemented. It takes a passionate person, who loves what they do, to be a developer. And I agree wholeheatedly, you want those kind of people on your team.

And it's not just the parents basement dwelling coders out there that get 'it'. I am married, have a 5 year old son, and manage to live a normal life outside of crunch time (cause, let's admit it, there is nothing normal going on during a crunch). Anyone out there who remembers 'load "*",8,1', and followed through with that, understands.

Mr. Capps, if you're still reading this, I salute you. You get 'it'. And it seems, from not only the quality of the games you put out, but the team you have assembled, they get it too. Great job, man, great job. You are the kind of company us older coders wish for. If there was ever an opening for an experienced c# programmer who gets 'it', and loves games, get in touch.

Posted: Apr 27th 2009 10:26AM Duke said

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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.

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