How do developers prepare for the autumn development rush?
In the creative yet commercial business of making games, deadlines are inevitable. At this time of year, it’s not unusual for game devs to experience an increase in key milestones as the Christmas release dates get ever closer. As the pressure rises, so does the focus to fully utilize the remaining available time and make a final push to get things done. We spoke to studios to find out their take on how to prepare for the autumn development rush.
Setting expectations
Having amassed over 29 years of industry experience, Development Director at Codemasters Tim Coupe shares some valuable practical advice to begin with solid expectation management:- “Communicate any restrictions on time off as early as possible whilst still protecting a good work-life balance. Be consistent and fair, whilst ensuring you have cover for the critical areas of the team at all times. Ensure the team has a good spread of authority to allow risk decisions to be made early. Cover each other’s back constantly in order to minimise impact on focus against the plan”.
As with all effective management however, a one-size mandate doesn’t fit all so it’s important to tune in to the unique needs of your team as Coupe describes:- “Preparing and maintaining a team for pressure requires leaders to take an individual approach. Understand your team, be aware of their performance, look to release pressure, provide support and give good communications at all times”.
Share the load, share the success
Another great lesson from Coupe when deadlines loom is to avoid an overtly management-lead approach and instead to maintain the open-mindedness to listen to the people around you;- “Develop your plans with team inclusion, don’t just pull something together on your own as your team may spot something that you’ve missed. By getting the team involved, any plans have a greater chance to succeed as they share ownership with you”. This can be easier said than done when time pressure builds toward game-critical milestones, but trusting in the team you’ve built gives you more eyes and hands to get through more work than a stressed-out producer ever could alone. The added bonus is that the sense of ownership this creates provides a deep level of satisfaction and pride once the product is out.
Daniel Clough, Chief Operating Officer at DIGIT Games Studios in Dublin concurs;- “We invest a lot of time in the pre-production and planning phase and give teams a lot of ownership here. This means by the time we're about to start the work, the team are clear what they need to deliver, and by when. And importantly, they are genuinely bought into it”.
Happy people work best
Clough is extremely familiar with industry deadlines. DIGIT is Ireland’s largest games developer and the creator of free-to-play strategy MMO games. Their first game, Kings of the Realm, has grossed well into the seven figures since launching late 2014. They are now developing a second title launching this year.
“We don't do official 'crunch'” says Clough. “Our view is that the quality of the work suffers, both during crunch and after. People get tired and don't doing their best work. They neglect family and health, which makes them stressed. It takes them a long time to recover, so you're just stealing time from yourself later down the road. Overall, it's probably a net loss. We prefer to map out a realistic, but stretching schedule - and let people get on with it”.
Eating the elephant bit by bit
Many development projects are months, even years in duration which can be daunting even to the most seasoned professionals. Before release, game dev rarely comes down to a single day of reckoning however, the truth is that even the most complex projects are broken down in to manageable chunks, and not all deadlines have equal weight. A successful game is the result of many milestones and ha continuous investment from the whole team which this helps spread the work and stress-load. “We always have a milestone we're working towards” explains Clough, “Sometimes it's a small release, which is part of a bigger milestone. And sometimes it's delivering the big milestone itself”. With faith in the overall project plan, panic over a rush of deadlines is less likely when built-in to a well-paced schedule.
No to crunch – yes to team push
Inevitably projects hit blockers from time to time, and Clough explains that the ethos at DIGIT is to avoid a knee-jerk reaction when plans don’t go smoothly.
“One of our teams recently fell significantly behind on a milestone they were working towards. A handful of things hit them at the same time, which set them back. Rather than jump straight to 'crunch' we looked at other ways to address it. We solved the problem by a mix of moving some of the scope to a future milestone and using people from other teams who were ahead of schedule. Of course, the team also pushed hard for a short period to help with the effort - but not to the point where they would be burned out”.
The reality of games development is that deadline pressures are inevitable, but this is something the studio can embrace together:- “If we have a huge milestone and we want to push to get a maximum outcome there can be a big push from the whole studio, but we're not talking 18 hours a day and people living on pizza. It looks more like an organised push, one, maybe two evenings a week short term. We give notice for it where possible and ensure people are looked after with food and drinks. It’s important to be transparent so we even tell people this at the recruitment stage - we understand how important work / life balance is to people. “
Finding a balance
“They say you can't rush art, but in a production [environment] we all have to rush our work - that's really why we are all under pressure” Adriana Pucciano told us at this year’s Develop Conference in Perfectionism and Plateaus: Finding Balance in a Competitive Industry. Pucciano is currently working as a Lead Animator on the next historical Total War title at Creative Assembly (SEGA) and has made Develop's 30 Under 30 this year. According to Pucciano “Through being a student, an intern, a trainee, a professional, a lead, an indie – we are continuously told about the competitiveness of the industry…. the struggle with ‘impostor syndrome’ is common in the games and art industries”. This describes a concept where individuals are preoccupied by a persistent fear that they are somehow a fraud. From this viewpoint, one counter to the development pressures is to instil confidence and empowerment to people, upholding belief not only in the game’s vision, but also the team’s belief in themselves.
When it comes to the development rush, there is no silver bullet. Success isn’t purely defined in hitting hard deadlines but forms part of a long-term approach to the wellbeing of your most valuable asset – your people. Establishing a great working relationship with the team allows for reasonable levels of give and take when the pressure is on, both for freelancers and permanent employees alike. Pucciano advocates studios enabling a holistic lifestyle approach and ensuring deadlines don’t compromise creative quality:- “..Nutrition, a supportive community, and life balance plays an important role in whether we burn out or stay afloat and creating our best work”.
Read more...

Teaser
Amiqus NewsContent Type
Blog
06/03/2025
Summary
We’re heading towards International Women’s Day this Saturday (March 8th). This annual global event honours the social, economic and cultural achievements of women, while serving as a call to
by
Liz Prince

Teaser
Case StudyContent Type
News
30/01/2025
Summary
Avid Games, a leading digital card trading game developer, faced critical challenges in expanding its operations and enhancing its strategic capabilities. With ambitions to grow exponentially an
by
Stig Strand

Teaser
Amiqus NewsContent Type
News
18/11/2024
Summary
Empower Up, the online EDI platform from award-winning specialist games recruitment agency Amiqus and #RaiseTheGame – powered by Ukie, is celebrating its first-year anniversary. The
by
Liz Prince

Teaser
Amiqus NewsContent Type
News
07/11/2024
Summary
Some 17 UK businesses, encompassing over 1,000 staff, are taking part in the second four-day week pilot scheme from this week. The trial is once again being led by the 4 Day Week Campaign, whi
by
Liz Prince
.jpg)
Teaser
Amiqus NewsContent Type
News
24/09/2024
Summary
We were delighted to present Harinder Sangha, Co-Founder & COO of Maverick Games with the G Into Gaming accolade at the recent Gamesindustry.biz Best Places To Work Awards. This awa
by
Liz Prince

Teaser
Amiqus NewsContent Type
News
19/07/2024
Summary
I’m in a service profession, one that I’ve been proud to belong to for the past 30 years. For 19 years (so far) of that career, I’ve served the games industry alongside my colleagues at Amiqus
by
Liz Prince

Teaser
Amiqus NewsContent Type
News
01/07/2024
Summary
Develop:Brighton is already upon us, and the Amiqus team is looking forward to once again meeting with friends and peers. We’re also delighted to be involved in the Conference programme – and
by
Liz Prince

Teaser
Amiqus NewsContent Type
News
01/07/2024
Summary
We are delighted, honoured and thankful to have been named Recruitment Agency of the Year at the recent MCV/DEVELOP Awards. The Amiqus team and friends gathered at the Lancaster Hot
by
Liz Prince

Teaser
Amiqus NewsContent Type
News
25/06/2024
Summary
Our friends at Blind Burners are looking for active game devs to act as guides for their blind and low-vision delegates attending Develop: Brighton from the 9th to the 11th July, ideally helping

Teaser
BlogsContent Type
News
07/05/2024
Summary
Games studios have long been utilising AI, with the technology having revolutionised– positively – areas from NPC behaviour to game analytics. But what do game devs think about how AI may impact
by
Liz Prince
Related Jobs
Salary
£50,000 - £85,000
Location:
Fully Remote
Specialisms
Front-end Developer
UI Programmer
UX Programmer
Web Developer
Location
Europe
Overseas
Remote working
UK
Job type
Permanent
Salary
£30 - 40,000
£40 - 50,000
£50 - 60,000
£60 - 70,000
£70 - 80,000
£80 - 90,000
Description
UI UX Developer Javascripte, HTML, CSS Remote for EU and UK
Reference
9329
Expiry Date
01/01/0001
Author
Alan DixonAuthor
Alan DixonSalary
to £70k plus Benefits
Location:
UK, Remote
Specialisms
Back-end Developer
Location
UK
Job type
Permanent
Salary
£50 - 60,000
£60 - 70,000
Description
Senior Backend Developer with C# to join this developer of AA games working on a PC / Console title. Salary to £70k plus benefits. This role is UK based, remote working.
Reference
9301
Expiry Date
01/01/0001
Author
Simon PittamAuthor
Simon PittamSalary
£25,000-£35,000
Location:
Liverpool (hybrid)
Specialisms
Community Manager
Social Media Manager
Location
North West
Job type
Permanent
Salary
£20 - 30,000
£30 - 40,000
Description
This is a fantastic opportunity to get involved with a studio who are creating a range of new titles!
Reference
9242
Expiry Date
01/01/0001
Author
Will HudsonAuthor
Will HudsonSalary
£55,000 - £78,000 + Bonus
Location:
Midlands or Remote
Specialisms
Back-end Developer
Build Programmer
Programmer
Server Programmer
Location
Europe
Remote working
Midlands
Job type
Permanent
Salary
£60 - 70,000
£70 - 80,000
£80 - 90,000
Description
This is a fantastic opportunity to work for a studio who are creating amazing titles
Reference
9292
Expiry Date
01/01/0001
Author
Will HudsonAuthor
Will HudsonSalary
to £65k plus benefits
Location:
UK, Remote
Specialisms
Gameplay Programmer
Location
UK
Job type
Permanent
Salary
£50 - 60,000
£60 - 70,000
Description
Senior Gameplay Programmer C++ UE4/5 to join this AA studio working on an ambitious PC / Console title. UK based, remote working, salary to £65k plus benefits.
Reference
9300
Expiry Date
01/01/0001
Author
Simon PittamAuthor
Simon PittamSalary
Upto 65k Per annum + Bens
Location:
Remote
Specialisms
Video editor
Location
Remote working
Job type
Permanent
Salary
£30 - 40,000
£60 - 70,000
Description
Brand New Senior Designer hire
Reference
9309
Expiry Date
01/01/0001
Author
Stig StrandAuthor
Stig StrandSalary
Upto 60k DOE
Location:
Remote
Specialisms
VFX Artist
Location
Remote working
Job type
Permanent
Salary
£30 - 40,000
£60 - 70,000
Description
Senior Exclusive Unity VFX artist hire
Reference
9307
Expiry Date
01/01/0001
Author
Stig StrandAuthor
Stig StrandSalary
£45,000 - £86,000 + Benefits + Hybrid
Location:
Warwick, Warwickshire - UK
Specialisms
Programming
Location
UK
Job type
Permanent
Salary
£30 - 40,000
£40 - 50,000
£50 - 60,000
£60 - 70,000
£70 - 80,000
Description
Engine Programmer C++ and Unreal Leamington Spa Hybrid
Reference
9199
Expiry Date
01/01/0001
Author
Alan DixonAuthor
Alan DixonSalary
Up to £25k
Location:
Letchworth, UK
Specialisms
Community Manager
Social Media Manager
Location
London
South West
Job type
Permanent
Salary
£20 - 30,000
Description
An exciting opportunity for a social media and community manager with an interest in Asian games to join a global video games publisher.
Reference
9087
Expiry Date
01/01/0001
Author
Chris MollesonAuthor
Chris MollesonSalary
Up to £30k
Location:
Remote UK
Specialisms
UI Artist
Location
UK
Job type
Fixed Term
Salary
£20 - 30,000
Description
An exciting opportunity for a UI Artist to join a well funded UK games development studio.
Reference
9102
Expiry Date
01/01/0001
Author
Chris MollesonAuthor
Chris MollesonLooking to grow your
career in recruitment?
Perhaps you’re already successful in your recruitment career but thinking about a new challenge.
Or maybe you've had some experience of recruitment but are looking for a more supportive, quality-driven environment.
Whatever the case, now’s your chance to take the next step. Come and work for us!