Crunch Time
I'm reminded of a project manager who once used, "We all have to pitch in and give a little extra when crunch time comes...." when I read
this story:
Within weeks production had accelerated into a 'mild' crunch: eight hours six days a week. Not bad. Months remained until any real crunch would start, and the team was told that this "pre-crunch" was to prevent a big crunch toward the end; at this point any other need for a crunch seemed unlikely, as the project was dead on schedule. I don't know how many of the developers bought EA's explanation for the extended hours; we were new and naive so we did. The producers even set a deadline; they gave a specific date for the end of the crunch, which was still months away from the title's shipping date, so it seemed safe. That date came and went. And went, and went. When the next news came it was not about a reprieve; it was another acceleration: twelve hours six days a week, 9am to 10pm.
Remember to be Machiavellian with your employers because they most certainly treat you that way; once you've given them 50 hours for a crunch, they will expect 50 and will ask you for 60.