Doublefine’s Tim Schafer: Does your dream job have to cost your personal life?

I agree with everything said above. I know this wasn’t said above but as it’s common to assume it I’d like to add that at least in my experience, crunch is rarely about “corporate types demanding too much work”. In my personal experience it’s always been the team itself that decided to make a game that’s too large for the given time and budget. In the cases when that’s the situation it’s the team leaders that needs to set the examples as well as keep the scope on check.

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