Great thread! I hope I am not too late to ask my questions.
1, I have worked as a developer in the past but I was never asked to crunch and it baffles me how crunch can lead to a better product. When you work longer hours doesn't the quality of work go down and thus lead to poorer code and design decisions? Is it possible for devs to maintain high standards through crunch time or it is always detrimental to the work?
Well, generally higher stress and pressures leads to poorer quality of output. While in an ideal world quality would come first, games are expensive and launch schedules are tied to a lot of planning. So it's almost just the nature of the beast.
2, There has been a lot of news about abuse of staff in games development companies. How do these abusive people get into management roles and does their presence lead to poorer work being done? I.e. are they any good at their jobs or are they like the Steve Jobs type who just bully others into doing what they themselves are not good at?
This is going to come down to personal experiences, like... a lot. Not every studio is a horrible place to work and different people will have different opinions depending upon their own experiences.
I've also come into contact with the film industry (being an artist), and it can be the same there. I think it's partly down to games being a talent heavy industry. Talent, by its nature, is both a high value and easily exploitable resource. The entertainment industry as a whole is also a honeypot for egos, and people who are trying to prove themselves. This easily leads to abusive environments. It's part of why I started to steer away from the larger studios.
Some of the worst experiences I've had were:
A creative director who thought they were a genius and couldn't take any pushback against their ideas, wouldn't entertain anyone elses ideas, and if anything wasn't working out then the team was doing something wrong, not that their ideas were wrong.
A designer who believed all of their ideas were revolutionary and wouldn't listen to anyone. He would have regular tantrums if his ideas weren't passing. He had worked in a junior role (but within a decision making position) on a really well known title and oh boy, he was on a prove himself mission and thought his experience on this title meant he was better than everyone.
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