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The emotional toll crunch takes on workers and their families is universally derided, but it’s hard to find a story of game development that doesn’t fall into this trap. “Crunch isn’t a pandemic or a death march,” he writes. If anything, crunch is a natural occurrence brought on by the creative process.” By this point in the narrative, he’s has established himself to be enough of an eccentric that he willingly throws his entire life overboard for a project, but his screed in praise of crunch still feels like an echo of hustle-harder startup culture.The valor of cashing in your twentysomething singlehood for a creative gamble, in his eyes, outweighs its drawbacks.Another recently released book provides a parallel journey to Williams’—more than one of them, in fact.
The makers of Spike’s series had it harder, between the challenge of living up to an existing popular film adaptation, and the expense of creating a citywide supernatural mist full of monsters.The decision to end on notes of failure rather than long-fought successes is ultimately what lifts both books out of the for-gamers-only category; they offer insight into not only game development, but any creative field.After all, when six months of work can be undone in a single meeting—and sometimes is—there’s no such thing as esoteric.A video artist looking for work drives to a remote house in the forest to meet a man claiming to be a serial killer.But after agreeing to spend the day with him, she soon realizes that she made a deadly mistake.
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12 years after the tragic death of their little girl, a dollmaker and his wife welcome a nun and several girls from a shuttered orphanage into their home, where they soon become the target of the dollmaker's possessed creation, Annabelle.