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Thoughts on 996 (aka Crunch)

I love my work and I work a lot. Yes, I feel that I have to, because I feel responsible for our team, for our game, for our publisher who’s placing a lot of trust in us and our game and I’m ambitious and eager to succeed. But I crunch when I feel like it. In our team, no-one is ever forced to crunch, nor is it expected. We repeat to ourselves and each other that we do not need to crunch.

I used to think crunch very much avoidable and is all due to bad planning, and to an extend it is. You always have to factor in that things take longer and that game development is very dynamic. But it’s not that simple. Ambitions and aspirations won’t be tamed that easily and having a drive to succeed is an unstoppable force.

But 996 (working from 9am to 9pm for 6 days a week) is extremely unhealthy, even for a single week, especially if it’s mandated and expected but you planned for 955. In our team, if we feel we’re running behind schedule, we reprioritize and focus on the things we can finish and replan for the things that fall of the schedule. So not only do you need to plan realistically, expect dynamic development and ambitious team members, you also need to be flexible and adept to any situation to make sure crunch is not considered a tool.

Crunch is avoidable and should be avoided, but crunch if you feel like it on a personal level.

Published inBusiness