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.
Let's take a look at the typical 8-hour work day(8 hours + 1 hour lunch):
You'll see that we can expect 6 hours and 10 minutes of total productivity.
Now let's take a look at the typical 12-hour work day:
You'll see that by increasing the workday by 3 hours, we've actually decreased the productivity to 4 hours and 30 minutes. A drop of 2 hours and 40 minutes.
The only explanation for this drive to increase hours: it's the only option that production can exercise that makes it appear as if they are impacting the project. Unfortunately, it impacts the project in a negative way.
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