Earlier quoted context omitted.
50 hours seems to be normal in some effects houses, which are increasingly operating like sweat shops. Weta Digital is also the same. And they strictly expect minimum 50 hours there.
Yup. Movies (and games) often have very hard deadlines and missing the release window can mean losing a fuck-ton of money. I remember working on a TV Christmas special once, and let's just say that letting the release slip to early January was Not An Option.
I mean, if all my recent projects required 10% overtime, I've got a bunch of options for my next project:
a. Hire 10% more staff
b. Increase my existing staff's efficiency by 10%
c. Reduce scheduling and rework inefficiencies by 10%
d. Quote 10% longer delivery times to customers
e. Promise customers 10% less
f. Start work 10% earlier.
g. Plan to make my employees work 10% overtime.
If my company was choosing option g every time, I'd expect my employees to quit for better jobs because planned overtime is a pretty big 'fuck you' from your employer.
Why employees in the games industry put up with this sort of thing is frankly beyond me.