Probably lots of reworking based on things that can or cannot be done due to technical issues or time, changes on gameplay or flow that affect the scenario, also all the random lore and whatnot plus probably stories for other prototype titles and whatnot? Plus I wouldn't be surprised if she was doing something else besides writing stories.She spent 80 hours a week just writing stories? What am I missing here?
Probably lots of reworking based on things that can or cannot be done due to technical issues or time, changes on gameplay or flow that affect the scenario, also all the random lore and whatnot plus probably stories for other prototype titles and whatnot? Plus I wouldn't be surprised if she was doing something else besides writing stories.
I may be wrong but if the companies have this 80 hour culture for everyone, they're likely also getting screwed as they're likely all salaried.
Basically everyone working directly on a game besides, like, QA is exempt at a software company.
She spent 80 hours a week just writing stories? What am I missing here?
Amazing people still manage to come in and shit post and really show their ass about this kind of thing. Wait until its you that has to make these kind of sacrifices, and you will loose that ignorance.
She spent 80 hours a week just writing stories? What am I missing here?
-Meetings
-Revisions
-Paperwork
-Paperwork
-Paperwork
-Task management
-PR
-PR prep
-Research
-Brainstorming
-Iteration
-Missions
-Mission structure
etc.
Yep sure, that could be it. I'm not trying to be negative, just curious.
Creative director entails a lot more than just "writing stories." Even people who are exclusively story writers have to deal with most of the things in that list plus more that I can't immediately recall.
Yep.
Gamers are really insatiable to quote Reggie.
You can't have it all. You want amazing graphics and production values, but you also want games coming out a ready clip too on top of reasonable work hours? Where's the compromise?
I don't get it. I realize some overtime is sometimes needed but 80 hours a week every week? Why not just hire another person and split the workload at that point? Crazy hours like that sound mega expensive on top of everything else that comes with it.
I don't think anything is worth jeopardizing your health for.
This is... not correct tho?
She spent 80 hours a week just writing stories? What am I missing here?
Hennig departed Crystal Dynamics to act as the creative director for Naughty Dog.[5] She contributed to the Jak and Daxter series before working as the game director for Uncharted: Drake's Fortune,[9] and as head writer and creative director for the Uncharted series. With Uncharted 2: Among Thieves, Hennig led the 150 person team who created the game, as well as acting as writer.[1]
-Meetings
-Revisions
-Paperwork
-Paperwork
-Paperwork
-Task management
-PR
-PR prep
-Research
-Brainstorming
-Iteration
-Missions
-Mission structure
etc.
(disclaimer - I worked with Amy on Uncharted 3)
She spent 80 hours a week just writing stories? What am I missing here?
(disclaimer - I worked with Amy on Uncharted 3)
She also would be at the mo-cap stage on many days, and ND games have months of capture sessions for everything from cut scenes to set pieces to navigation mechanics. So imagine spending a full work day directing, improvising, and writing with actors on set, and *then* returning for all the email, reviews, meetings, planning, etc that you didn't get to while on set.
She spent 80 hours a week just writing stories? What am I missing here?
Yeah. It's the customer's fault. We hold a gun to their head so.
Give me a break.
(disclaimer - I worked with Amy on Uncharted 3)
She also would be at the mo-cap stage on many days, and ND games have months of capture sessions for everything from cut scenes to set pieces to navigation mechanics. So imagine spending a full work day directing, improvising, and writing with actors on set, and *then* returning for all the email, reviews, meetings, planning, etc that you didn't get to while on set.
Same experienceThis is why while I loved programming and am in software development now, I gave up my dream of working in the videogame industry. The crunch sounded ridiculous and unreasonable, even by normal software dev standards
"I mean, Uncharted 1; a ten-hour game, no other modes... you can't make a game like that any more."
What? Ratchet and Clank and Until Dawn are two recent games that were shorter than that AND managed to sell well despite having only SP.
They sold well based on their expectations, I don't think that either of those games sold as much as UC1 did.
I mean, generally speaking, I can think of a couple things:
Exploring space.
Fighting massive forest fires.
Maybe defending your country, depending on the circumstances.
Not games, though.
Why do they need to sell as much as UC1 though? What I can infer from her sentence is that big budget games with only single player mode isn't viable in this day and age and both of the games I mentioned have high production values.They sold well based on their expectations, I don't think that either of those games sold as much as UC1 did.
80+ wtf
I feel homicidal after working over 40.
"I mean, Uncharted 1; a ten-hour game, no other modes... you can't make a game like that any more."
What? Ratchet and Clank and Until Dawn are two recent games that were shorter than that AND managed to sell well despite having only SP.
(disclaimer - I worked with Amy on Uncharted 3)
She also would be at the mo-cap stage on many days, and ND games have months of capture sessions for everything from cut scenes to set pieces to navigation mechanics. So imagine spending a full work day directing, improvising, and writing with actors on set, and *then* returning for all the email, reviews, meetings, planning, etc that you didn't get to while on set.
Quoting myself hereThey can't make new uncharted like that if they want to sell over 5m.
Why do they need to sell as much as UC1 though? What I can infer from her sentence is that big budget games with only single player mode isn't viable in this day and age and both of the games I mentioned have high production values.