Question for the Developers
Hey guys,
now I know I might not have the right to ask that, and you do not have to answer it we all know that, but I recently read and article written by Clint Hocking, the man that made Splinter Cell Chaos Theory (being lead writer, lead level designer AND lead creative director at the same time) about how the development of that game was going and that he is really proud of it, but also that there are things he regrets. If you want the short version skip the next paragraph.
In short, he talks about an incident regarding him and a friend of his, where - during this project - his friends visited him for 1 week (stayed at his house) and he reduced his work hours so he could spend some time with him in the evenings. Months later, talking about the events his friend and him disagreed in terms of what exactly happened that week. After a while of talking they realized that Hocking had actually confused their week together with a visit that happened one year ago. They realized after some talking that Hocking had forgotten the whole week, it is basically as if his friend never visited him. This was confirmed when he talked to his wife who could perfectly remember the week. His assumption was that he had so much stress and so many work hours during the project that he lost some of his memory regarding things that happened outside of his work. (That did never happen to him again after this).
A very interesting story, but that is not my point. During the article he mentioned that they were working more than 80 hours (!!) a week, or at least he was working that long (his team probably a little bit less) during almost the whole project.
I am just interested - is that an industry standard?
Do you (CDPR) work that long?
If yes, is it by choice (out of passion and dedication) or do you have to work that long to get the game done correctly? (if you are not free to say anything regarding this I understand)
I would have asked that question in the thread where Kinley collected questions for the next interview, but unfortunately the question only came up AFTER the thread was already closed.
I am really interested on what the developers answers and opinions are on this matter. Do they work that long, if yes do they do it because they have to or because they want to? Do they think that this is a standard in the industry, or is this the exception?
Just thought I'd ask.
Hey guys,
now I know I might not have the right to ask that, and you do not have to answer it we all know that, but I recently read and article written by Clint Hocking, the man that made Splinter Cell Chaos Theory (being lead writer, lead level designer AND lead creative director at the same time) about how the development of that game was going and that he is really proud of it, but also that there are things he regrets. If you want the short version skip the next paragraph.
In short, he talks about an incident regarding him and a friend of his, where - during this project - his friends visited him for 1 week (stayed at his house) and he reduced his work hours so he could spend some time with him in the evenings. Months later, talking about the events his friend and him disagreed in terms of what exactly happened that week. After a while of talking they realized that Hocking had actually confused their week together with a visit that happened one year ago. They realized after some talking that Hocking had forgotten the whole week, it is basically as if his friend never visited him. This was confirmed when he talked to his wife who could perfectly remember the week. His assumption was that he had so much stress and so many work hours during the project that he lost some of his memory regarding things that happened outside of his work. (That did never happen to him again after this).
A very interesting story, but that is not my point. During the article he mentioned that they were working more than 80 hours (!!) a week, or at least he was working that long (his team probably a little bit less) during almost the whole project.
I am just interested - is that an industry standard?
Do you (CDPR) work that long?
If yes, is it by choice (out of passion and dedication) or do you have to work that long to get the game done correctly? (if you are not free to say anything regarding this I understand)
I would have asked that question in the thread where Kinley collected questions for the next interview, but unfortunately the question only came up AFTER the thread was already closed.
I am really interested on what the developers answers and opinions are on this matter. Do they work that long, if yes do they do it because they have to or because they want to? Do they think that this is a standard in the industry, or is this the exception?
Just thought I'd ask.


