It's that time of the year! CRUNCH TIME! This is the time that every game programmer knows is an inevitable part of game development and is always just waiting around the corner. We always have suspicions when it will begin, but never really know.
For those of you not in the know, crunch time is when your producer decides it's time for you to quit slacking, get your ass in gear, and finally do the all of the extra work they will give you tomorrow. If that means you're going to spend all night, every night, up at work getting it done . . . well, that's just a price we're willing to pay--all the microwave burritos you can eat.
All kidding aside, crunch time is really no problem for me anymore since I've been moved over to help out with The Conduit. You really can't believe the difference it makes to be working on a title you actually might play. I mean, as a professional you're always going to put forth your best effort, but when it's a project you really enjoy it makes the tasks so much easier to do. After crunching for development on the Dora and Diego kids games (made simultaneously) I wanted to beat children.
Now I find myself spending too much time at work because making shit work feels like a real contribution--I like the game, I know the engine, and even though I've been on the project for only a couple of weeks I can fix (or at least complain about) obvious design problems.
Today I didn't have to work, but I did--and it was good. I got a lot of shit knocked out and didn't have to worry about some idiot, for the umpteenth fucking time, asking me how to set up his NDEV kit because he's too stupid to read/figure out the entire wiki page on it. I didn't stay up there too long, though--as soon as I got hungry, and the microwave burritos came to mind, I knew it was time to leave...
Current Books: With the Old Breed: At Peleliu and Okinawa - Sledge (FIVE STARS)
Current Games: Warhammer Online, Rock Band 2
Saturday, January 17, 2009
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