Crunch: Analysis of the phenomenon in the independent game development scene

Authors

DOI:

https://doi.org/10.53450/2179-1465.RG.2022v13i3p5-15

Keywords:

AAA Industry, Crunch time, Independent games, Indie Games, Video games industry

Abstract

The games industry suffers from a mandatory unpaid overtime issue. This often takes place in the months prior to the game’s release or an important event, and it is referred to as "crunch" or "crunch time". Through a literature review, this paper investigates the widespread phenomenon of crunch time both in the AAA and the independent industry of digital games. We establish factors that influence this behaviour and provide examples of how it can affect the personal lives and mental health of the workers. We have also found that crunch is still an issue even with lone developers, and it is related to game development culture. This paper links a high incidence of the burnout syndrome and the low expectancy of time in the AAA industry—between 3 and 9 years (Cote & Harris, 2021)—among the video game workers to crunch. According to the IGDA, 42% of developers are subjected to crunch. We expect to shed a light on the issue and, by doing so, raise awareness about the unhealthy working conditions game workers are subjected to. We also hope that new and more realistic expectations can be created regarding independent game development, respecting the practice and its developers.

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Author Biographies

Daniel Prieto, Universidade Anhembi Morumbi

Daniel Teixeira Prieto linked to PPG Design (Master's) at Universidade Anhembi Morumbi and a bachelor's degree in Game Design from the same institution. He works in the “Meios Interativos e Emerentes” line, researching the universe of games, with an emphasis on independent development. He has experience in the area of ​​game design, working at the independent studio "Galactonautas".

Sérgio Nesteriuk, Anhembi Morumbi University

Sergio Nesteriuk is one of the pioneers of games studies in Brazil and an academic researcher, independent producer, script and project consultant with international experience, and particular interest in games, animation, film, tv series and transmedia. Since 2003, he is professor of Game Design teaching in the undergraduate and graduate Design program at the Anhembi Morumbi University, where he leads a number of research projects. He is a curator of the Brazilian Independent Game Festival, consultant and juror in games and animation awards. He is a Design Postgraduate Program (Masters and Ph.D.) Coordinator and a peer reviewer (ad hoc consultant) at São Paulo Research Foundation (Fapesp), the Funding Authority for Studies and Projects (Finep), and the Ministry of Culture of Brazil (MinC).

References

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Published

2022-06-30

How to Cite

PRIETO, Daniel; NESTERIUK, Sérgio. Crunch: Analysis of the phenomenon in the independent game development scene. Revista GEMInIS, [S. l.], v. 13, n. 3, p. 5–15, 2022. DOI: 10.53450/2179-1465.RG.2022v13i3p5-15. Disponível em: https://revistageminis.ufscar.br/index.php/geminis/article/view/731. Acesso em: 22 dec. 2024.

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