Thanks, good read.
Quote:
As BioShock entered its final year of development, the pressure on the team to work ever harder increased. "Two of the lowest points on BioShock's development were when mandatory six and later seven day weeks were instituted," says LeBreton. According to the designer the decision to force the team to work without days off came directly from Levine; the game's producer, Alyssa Finley (who would later become studio head of 2K Marin) was against the move. "I'm dubious of any real quality gains from the decision," says LeBreton, "especially given the morale cost."
I'm curious how long that lasted, because they kinda sound like pussies. Unless you work at one of those "it's done when it's done" companies that gives 0 ****s about deadlines and budgets, I'm not sure how you get a game done without some kind of crunch phase.