• the_artic_one@programming.dev
        link
        fedilink
        English
        arrow-up
        16
        ·
        7 months ago

        Me: it’s never good to work late

        Also me: I know I was supposed to go home an hour ago but I’m so close to fixing this bug

        • DrakeRichards@lemmy.world
          link
          fedilink
          arrow-up
          6
          ·
          7 months ago

          Every job will have some sort of crunch time. Even just staying in a programming position, the definition of “crunch time” will vary wildly. I’m lucky enough that “crunch time” just means that I set aside all my other tasks until I fix whatever is on fire, but I still get to go home on time unless I really want the overtime pay.

          I don’t envy positions with forced 80-hour workweek crunch times. That’s a sign of bad management.

          • onlinepersona@programming.dev
            link
            fedilink
            English
            arrow-up
            4
            ·
            7 months ago

            In the video game industry, crunch (or crunch culture) is compulsory overtime during the development of a game. Crunch is common in the industry and can lead to work weeks of 65–80 hours for extended periods of time, often uncompensated beyond the normal working hours.

            This is the crunch time I’m talking about. Not a few hours overtime or being oncall.

          • sbv@sh.itjust.works
            link
            fedilink
            English
            arrow-up
            3
            ·
            7 months ago

            “crunch time” just means that I set aside all my other tasks until I fix whatever is on fire, but I still get to go home on time unless I really want the overtime pay

            I get the feeling that this is what the industry is moving toward. Most crunches are due to poor planning, so it’s stupid to pin them on devs.

            Or maybe I’m just working for a good employer.