Episode 58: The Darkside of Development: Crunch & Crashes

With all the merriment of the holiday season going on around here at TDL, we thought it appropriate (and of true ‘Troll’ fashion) to go on a series of rants about the uglier side of game development. Today’s episode is Part One of what is slated to be a two-part series, where we highlight and discuss aspects of game development that really grind our gears! Things that you don’t hear in interviews, or aren’t written in job descriptions, or in a sweet sizzler reel of your favorite game.

In Part I, we talk about crunch and its negative effects on development. We also explore avenues and ways crunch could be curtailed and/or mitigated. We also speak on the nature of crashes and bugs that surface during development and their effects on the developer. The guys avoid the “sunshine and rainbows” talk in this series — so the faint of heart beware.

Thanks for tuning in this week and we hope you enjoy the show! Feel free to send any emails with questions you may have about crunch or crashes — or if you just want to join us in our rant about game development. Contact us at: thedebuglog@gmail.com

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1 Comment

  1. Ben
    November 30, 2016 at 5:01 pm — Reply

    Hi! Love the podcast, I hate bugs and creating cases for every possible outcome.

    Small suggestion: could you perhaps adjust the mic pickup so that it doesn’t pick up the sound of breathing so much? This episode I kept on getting super distracted by the heavy breathing!

    Now I don’t want anyone to hold off on a breathing (I hear that’s a bad idea) but I feel like there are some audio processing and mic types out there to reduce the “breathing” issue. Keep up the awesome work everyone!

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