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Much Ado about Crunch

I recently had the opportunity to write up a piece dealing with solutions surrounding crunch for Gamasutra.  This is an issue near and dear to my heart, and also what motivated my jump from the Art discipline to Project Management.

The senselessness of crunch-based production, and its human costs, have been a passion for many years. As fate would have it, a handful of opportunities have come in my career (at Spark Unlimited, Midway Austin, and Heatwave Interactive) to experiment with some solutions, and to unearth what I believe to be the root cause of crunch: premature production.

Anyways, please click through and have a read.  If anyone out there has alternative or opposing thoughts, I'd love to hear them.

Article -- A Closer Look At Crunch

 

 

 

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