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I used to work for a major game company on a major title that had a new release each year around the same time of year. Every year, for approximately 3-4 months prior the release of the game, the team would work 10-12 hours per day, 6-7 days per week. As far as I could tell, no one else considered this unusual.


I, too, worked for EA on sports titles.

Superman Returns was worse: 9 months of 60+ hour, 6 days a week crunch.


Did you see a super huge payback on those hours or was it just life force draining from your shell?


Well, the game tanked, we didn't get huge bonuses and next to no comp time so... mostly just drained life force.

It was a technically challenging project, though, and I learned a lot on it.




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