Some of you out there might have tried to rationalize the crunch time for the “sake of passion”, others for the “sake of money”. Whatever the case might be this might paint a better picture and/or give you an answer, is crunch time really necessary?
A lot of definitions exist, of what game designer is, but rarely does one speak about how it actually feels. This might paint the picture, slightly better.
Everyone that started something remotely similar to this has written the same words, but only in different order.