As Camelot Unchained nears Beta 1, the team is preparing itself for 'hard crunch' time that involves twelve hour days five days a week in order to get it out on time. In a new interview, Jacobs discusses what crunch means, why it's necessary and how the staff wards off burnout.
As to crunch being necessary, well, the good news is that overall, things are going really well if you look at the amount of output the team has produced. Our User Stories are updated at a pretty impressive rate for a small team and we haven’t had to scrap and/or totally refactor any systems. The bad news is that we are still trying to hire programmers. I know it sounds a bit like a broken record, but we are still smaller than I wanted to be at this point. So, things are taking longer since we just don’t have enough hands to get everything done. Even our recruiters are frustrated, but it is a sellers’ market for programmers over the last 5 years with all the money that has poured into mobile and now VR. And, as always, we are still picky because it does pay off in the end. The stability of our game, the technical achievements of our engine, are testament to that approach.
You can read the rest of the interview over at MassivelyOP.