They’ve been working 10-hour days? ”Yes, that’s true,” admits Kaos GM David Votypka. It was to ‘increase velocity’ into Homefront’s ”final Alpha/Beta phases”.
”After only requiring core hours based on an 8 hour day for 2 and ½ years, we needed to increase our velocity heading into our final Alpha/Beta phases,” said Votypka.
”If this seems unique or abhorrent, I would have to suggest that any assessment regarding a 10 hour work day would need to consider a much larger segment of the American workforce.” General Manager Votypka addressed each of the ‘insider’ points.
”Digital Media companies, Marketers, PR, even Accountants in various industries throughout the nation, work 10 hour days regularly, 52 weeks per year. Out of the three year project life cycle this has been less than 20% of the project time, and many staff (who have finished their critical work on the game), are currently back to an 8 hour day.”
He denies some claims: ”No staff was asked to work over Thanksgiving or Christmas, and they never would be. Three days off for Thanksgiving were given, and 3-4 days for Christmas. The management team here worked with a handful of individuals on unique circumstances for their situation and workload surrounding those dates.”
”The main part of the “holiday” time that could not be taken off this year by the entire team, was the week between Christmas and New Years. Generally THQ gives that time off, but it is discretionary based on project needs, and part of the team was needed to work several of those days,” continued Votypka.
For the full account of the insider’s story and Kaos’ response check out this Develop piece which hopes to ‘clear the air’. ”All of a game team’s work over the life time of a project can either be validated, or invalidated, by the outcome of the final beta phase.”
Homefront releases on Xbox 360, PS3 and PC this March.