Electronic Arts developers often work overtime to meet deadlines. How do you feel about crunching?
Crunch time or 'crunching' is how the mobile gaming development world refers to overtime. It's no secret that, putting in extra shifts during tight deadlines is not uncommon. Some developers even claim to work 100 hours per week as important deadlines approach. Discuss with the interviewer how far you are willing to go, for your team, while keeping a healthy balance. If you currently put in crunch time, you can mention how you deal with it in your present job.
"I fully expect crunch time then and now, as important deadlines approach or unexpected issues arise. In my current job, I have worked up to 80 hours a week. Although rare, it is taxing but expected from time to time. I am willing to put in overtime within reason. Could you share with me the expectations at Electronic Arts?"
Community answers are written by other candidates practicing this set. Reading how others frame the same question is one of the fastest ways to sharpen your own.
Anonymous Answer
I know that crunch times are something that every studio has to go through, and I am aware of it. Either it was in France, Japan, or the US, I always did it, sometimes staying very late, sometimes going during weekends. I am used to it, and as long as health, work conditions, respect at work, and responsibilities are balanced, I have no problem with doing it. In some studios, we were compensated with days off after crunch time; others would pay overtime, like in the US. Does EA expect a lot of crunch time? What is your policy toward it?
Rachelle's Feedback
This answer is excellent, and it's fantastic that you outline your ideal work environment at the same time. Good questions at the end, as well.
