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Cyberpunk 2077 devs reportedly chose to work 6-day weeks over delaying the game

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Re: Cyberpunk 2077 devs reportedly chose to work 6-day weeks over delaying the game

#11

Why working for >40h for any non_game_dev company is acceptable, but here this is big problem? especially that their biggest product of last half of decade is about to be released in next month?

Acceptable where?

In this side of the Atlantic, most employees can be ensured to be properly remunerated and if it is a recurring situation, place a complaint in the government agency that regulates work law, which will proceed to do the respective investigations on work abuse.

So if employees choose to be exploited, that is their own problem and should not complain if at the end get shown the door when hard times come up.

Re: Cyberpunk 2077 devs reportedly chose to work 6-day weeks over delaying the game

#12
post #7

I know some game companies pay 250% hourly rate for weekend work or OT if crunch for release. If that's the case most devs will actively want this. That plus fact that after launch you're basically on paid vacation with lot less work and stress...

250% hourly rate shows those companies highly values the devs time.

Re: Cyberpunk 2077 devs reportedly chose to work 6-day weeks over delaying the game

#13
post #12
post #7

I know some game companies pay 250% hourly rate for weekend work or OT if crunch for release. If that's the case most devs will actively want this. That plus fact that after launch you're basically on paid vacation with lot less work and stress...

250% hourly rate shows those companies highly values the devs time.

I assume it was just business concerns rather then caring too much about devs.

They probably just realized devs don't cost too much compared to licensing and other costs.

The actual % might have been a sweet spot to avoid improper incentives (like people sabotaging production to get OT)

Re: Cyberpunk 2077 devs reportedly chose to work 6-day weeks over delaying the game

#14
post #12

Earlier quoted context omitted.

250% hourly rate shows those companies highly values the devs time.

I assume it was just business concerns rather then caring too much about devs. They probably just realized devs don't cost too much compared to licensing and other costs. The actual % might have been a sweet spot to avoid improper incentives (like people sabotaging production to get OT)

Ah I was unconsciously comparing that to what's happening around my place, which is less humane (but not in the inhumane realm). Overtimes here are sometimes only incentivized with just an addition to PTO credit. And it's still a lot better than overtimes in other sector of work.

That's why to me with the additional %, 16-0 is more expensive then 7-16. Therefore the conclusion.

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