TV is complicated because the vast majority of technical people are freelancers and not on contracts.afgavinstan wrote:Is crunch a thing in movies/TV? Maybe like, in post-production? Music? Not being pedantic. Genuinely curious if it's as widespread to the point where its just dealt with as "lol it is what it is". Also shoutouts to Schrier. His book is fucking great.
Yossarian wrote:Crunch is definitely a thing when up against deadlines, the difference with games is that crunch can be factored in as part of meeting those deadlines in the first place.
sanctimonious
/ˌsaŋ(k)tɪˈməʊnɪəs/
adjective DEROGATORY
making a show of being morally superior to other people.
This is really annoying as well BTW.Bob wrote:Not ok hun
Yossarian wrote:I’m just giving that a read now. So far, it’s not selling me on the game at all. It sounds like they’ve put in just about everything I disliked about San Andreas and added a bit more besides.
I've been angry with B about this a couple of times. I'm also convinced studios should know by now how to schedule for bugs and unforeseen problems. B insists it's impossible, for example, at his new place, he's a senior tech something. He was tasked with fixing / rewriting something a previous employee had done. No one really knew what was going on in the code, and the person responsible wasn't around anymore to ask. A lot of it had made it's way into other parts of code, so while fixing a problem in the main file could mean another one popped up somewhere else. This might not even be found immediately, depends if anyone was using that little bit of code. There were two weeks scheduled for this, but even B's lead admitted he had no overview of the actual problem and just didn't realize it was gonna take over a month to fix. Now this was around pre production I think, so there was time to fix it, but it was still stressful.Roujin wrote:This seems like something that would be avoidable in games, but I suppose a random bug could fuck some shit up for you late in the day. That said, it isn't the first time any of the really big dev houses are making these games and these days there is a big push to reuse engines and assets which should mitigate some of the showstopper bugs coming out of nowhere and even if they can't, they know from experience how much time they go over on each production because of unforeseen issues, so they absolutely can quantify it and plan for it on subsequent projects.
They just don't, probably because they lack the ability to program in the sequence of work to keep 500 people busy for 12 months, so they just program for 350 people and let them do 18 months work in 12, because hey, at least there won't be any downtime or people sitting around with nothing to do costing the company money. I feel like issues with smooth project delivery are not limited to games or vfx and they apply to any large "creative" undertaking, where the creative vision cannot be overseen by a few individuals and requires a whole group of people to manage.
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