Video game workers have long decried so-called crunch periods, many of them dreading the months-long gantlet that leads up to a game’s release. Some workers describe sleeping at their desks or missing out on time with family and friends during this period; others struggle with anxiety and burnout. — Los Angeles Times/TNS
For months, Andrés Vásquez’s days working on the first-person shooter game Doom blended into one another.
A quality assurance tester for id Software in Texas, he spent 10 hours a day sitting at a desk and “crunching” on the game with his colleagues, repeatedly playing through its map creation mode and running through multiplayer matches in search of glitches ahead of its 2016 release. He’d often work weekends, logging nearly 60-hour weeks.
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