Is there any way we developers can break the cycle of urgency in our jobs? I gotta say, I really like what I do, but it’s kind of unhealthy to work 11 hours a day for two months straight

Work on a live service game. Quarterly/regular content updates drive strong scope management. The strict upper bound on scope means significantly reduced chance for and duration of crunch. Content can get moved from one release to another fairly safely because the deadlines are more malleable. You still get all the creativity and problem solving of game dev but it's in a much more reasonable sized package.

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