Well so far there where not really many game development posts, I guess something like zero. So I will change that now and make at least one. So for the moment I will focus on crunch time, please note this is a generell view and in no way connected to the company where I work (you know NDA if you don't know maybe thats something for another post).
So why did I choose crunch time for the post? That's easy many developers are talking about it in interviews that they had 4 month crunch time on game XYZ, but I'm not sure if people who don't work in the business work really know what that means and to make clear that it is not some 24 hours per day fun paradise working world. Of course the Job is also fun and being creative and working with a lot of nice great people together, but it is also hard work and nothing proves that more then crunch time. I take now as example for this 4 month crunch time (I likely never had 4 month crunch time maybe maximum 2 month).
So whats crunch time exactly? To put it short it is usually the lovely time before the Gold candidate, sometimes it can be also for a short time during the project if there is a important submission to publisher or console manufacturer near. To make sure they get a good alpha or beta build to show in what direction the game is going. Besides from that the crunch time is normally before the final build. Thats like the time where it is clear that the time is running out and still a lot needs to be done on the game to make it good, stable and/or pass the submission (if it is a console game). Of course you could change the release date, but the thing is even if the game will get a later release that there will be crunch time. Normally the developer would not only use the extra time to fix issue and also keep on improving the game or adding new features. As long as the version seems good an acceptable a few month before the gold version deadline the release date will not change and crunch time kicks in.
For a Developer direct crunch time means most of the staff will get a lot of overtime that can even mean working until midnight. I had the lucky experience to even be able to work until 5 a.m. a few times when I was in Vienna. Apart from the overtime during the week there is also weekend work that means weeks without a free day. At all basically the people are almost living in the office and are only at home to have a show and sleep. Bigger Developers have even shifts so some people are working day shift and others night shift because the amount of energy needed for crunch time is high. It's sometimes not only to work longer and instead also to work faster.
From a Publisher QA tester point of view it's a bit more “relaxing”. One of the reasons can be the build, as example the build is not stable. If the build does not work proper or even does not launch you can send the people home especially for localization testers. There are several QA teams in action one of them is the developer QA team, then there might be a technical QA team from the publisher and then they can have also a localization QA team. Besides of that there can be several smaller QA teams for special use depending on the Publisher size and structure. As localization QA tester you don't feel much of the crunch, mainly the weekend work. You avoid to have to much overtime during the week (maybe 2 or 3 hours more each day) especially if the developer is on another continent it takes a long time to get a new build. A lot of the overtime is then made on the weekend or let's say extended week. Even on Publisher or Outsourcing side you can get a lot of overtime, I'm used to work 4-6 weeks, if needed even more, without a free day (don't know how it works at activision I just started there).
What I can say from my experience is that crunch time is different from company to company and between Developer and Publisher. Small Developer studios are less organized and shorter notice of overtime or a bit more “chaotic” during the crunch time and sometimes to many bigger changes on the game before important deadlines. On the Publisher side crunch time is not that bad, at least as QA tester. In generell big companies have it a little bit easier due to there experience and more organized handling, as example making day and night shifts. Crunch time uses a lot of energy and you get fast tiered, but sometimes it makes people more motivated to get the project done and with a good team and good/nice people around you it is only half as bad. So the industry is not only easy work where you have always fun, or like as QA you can play the whole day a game and get paid for it. Of course you have fun, but more with the people around you and not with the game. You can end up working one year on the same game every day. Even with games that are not bad and shorter work time on it like FF12 (had only a few month to work on that), well they are not fun after finishing the game for the tenth time.
At all crunch time is no fun and if you see some developer say they had what ever amount of month crunch time, I hope you know now what that means for the people and what they have sacrificed during that time.
So long I`m going now to watch Lost in Translation