Last week I criticized comments by Epic Games president Mike Capps and Gears of War 2 producer Rod Fergusson that crunch time “is necessary” and that a “mere” 40-hour workweek was “kind of absurd”:
Mike Capps, head of Epic, and a former member of the board of directors of the International Game Developers Association, during the IGDA Leadership Forum in late 08, spoke at a panel entitled Studio Heads on the Hot Seat, in which, among other things, he claimed that working 60+ hours was expected at Epic, that they purposefully hired people they anticipated would work those kinds of hours, that this had nothing to do with exploitation of talent by management but was instead a part of “corporate culture,” and implied that the idea that people would work a mere 40 hours was kind of absurd.
[Rod Fergusson:] “I am a believer that if you’re going to make a great game, and there is that caveat, I believe that crunch is necessary. I believe it’s important because it means your ambition is greater than what you scheduled out. Going in with that idea that crunch is necessary means you can plan for it. It shouldn’t be a surprise. Crunch should be driven by the ambition of the team, and not the inaccuracy of the schedule.”
Yesterday, NPR posted an article about the Utah state government’s widely-reported move to a four-day workweek. In short, government employees now work four ten-hour days, instead of five eight-hour ones. The idea was to save energy and thereby cut costs, but it turns out that the real (and apparently unexpected) benefit of the change is increased employee productivity and satisfaction:
A recent assessment of the program by state planners found the expected energy cost savings haven’t materialized, but there have been unexpected boosts to productivity and worker satisfaction. [...]
Mike Hansen, strategic planning manager in the Governor’s Office of Planning and Budget, says one of the more surprising effects of this workday change is that employees are now taking significantly less leave.
“That’s increased productivity — that’s employees behind their desk more this year than the last two years, to the tune of 9 percent” less time off, Hansen says. Paid overtime is also down.
While it’s probably true that working in government is not the same as working in game development, this result of Utah’s experiment appears to support the importance of a healthy work-life balance, which directly contradicts the attitude that’s recently been advanced by Epic.
Is it possible that the game industry could learn a thing or two from government?