Posts Tagged ‘crunch time’

Saving It For The End

Wednesday, November 29th, 2006

sisyphusAlmost without exception, every project leaves the bulk of production until the last 4-6 months of the project. It doesn’t seem to matter if development is scheduled for 12-months or 36-months.

In large part, I think this due to lack of or poor quality pre-production. If, instead, the first 4-months were devoted to rigorous pre-production, the team might be able to hit the ground running. If the core technology was in place: shaders, AI code, primary assets—then the rest of the project could be devoted to generating content. (more…)

The Mythical 12-Hour Day

Sunday, November 26th, 2006

Crunch-time: the inevitable long hours that plague the end of every project. Whether it’s for a demo, alpha, beta, or the final submission it’s production’s last ditch effort to get the project back on track.

I drew up similar timelines to those seen below on my TD’s whiteboard and didn’t get around to erasing it. The next day he mentioned that everyone who came into his office that afternoon asked about the timeline and not one person was able to disagree with it. This included producers, those responsible for the 12-hour day. (more…)