Staying Healthy While Developing Games

Abstract

Problem: Game development involves long hours of sedentary computer work, leading to a range of health issues β€” from stress and repetitive strain injuries to vision problems and general physical decline. What have companies done to help, and how have things improved?

Approach: Tim Cain draws on decades of personal experience across multiple studios (Interplay, Troika, Obsidian) to catalog the main health hazards of game development and describe how the industry has gradually addressed them.

Findings: The primary health risks are long hours/crunch, chronic stress, excessive sitting, repetitive typing strain, and eye damage from prolonged monitor use. Each has improved meaningfully over time through better workplace policies, ergonomic equipment, and company-sponsored exercise opportunities β€” but none are fully solved.

Key insight: The most effective health interventions are ones that make healthy behavior easy and social rather than mandatory β€” standing desks with sit/stand flexibility, walking meetings, company sports teams, and convenient gym access all work because they integrate into the workday naturally.

Source: https://www.youtube.com/watch?v=1mQe7YqiBLs

Source

Tim Cain β€” "Staying Healthy While Developing Games" (YouTube)

The Core Health Hazards

Tim identifies five major health problems that game development "universally" causes, affecting every discipline β€” programmers, designers, artists, audio, and QA alike.

Long Hours and Crunch

Tim believes crunch has decreased over the years and the industry has gotten better at estimating timelines. However, he doesn't think it can be completely eliminated because game development is as much art as science β€” it can't be fully proceduralized. He notes that inexperienced producers often think they can schedule all uncertainty away with an R&D phase, but there's always unaccounted-for time no matter how carefully you plan.

Stress

The industry has always been stressful, but the sources have shifted. In the early days, there were very few game companies and jobs, so getting in was hard and you had to perform because many people wanted your position. Today, the industry is much larger with more jobs, but frequent layoffs and turnover create a different kind of stress. More people than ever want in β€” and while some now see it as a career or even a calling, that increased competition adds its own pressure.

Excessive Sitting

This is the one Tim spends the most time on, because it's so pervasive. Game development means sitting at a desk, then sitting in meetings, then sitting at lunch. His solution: the standing desk.

His first standing desk was literally his old desk on cinder blocks β€” which meant he was always standing with no option to sit. They compensated with bar-stool-height chairs, but at 6 feet tall his legs would dangle "like a toddler in a high chair." He eventually got a motorized adjustable desk and developed a rhythm: sit for the first hour, stand for a few hours, sit after lunch, then finish the day standing. He notes this mixed approach is apparently what ergonomics experts recommend, and it just felt comfortable naturally.

For meetings, he kept the weekly all-hands (up to 70 people) to 10–15 minutes in a room with very few seats, so most people stood. The meeting was strictly informational β€” publisher updates, game status, cool new features to check out.

Exercise Solutions Across Studios

Tim traces how each company he worked at found creative ways to keep employees active.

Interplay (1990s)

Their Irvine office building had a racquetball court. Tim ran a racquetball ladder and wrote a newsletter column called "Ask Dr. Rackethead." At least half a dozen games were played daily. You could play a full game and shower on your lunch hour without leaving the building β€” and if you brown-bagged lunch, you'd go home having already gotten serious exercise.

Troika

As a small startup, Troika couldn't afford gym facilities. But when Tim's cat died shortly after founding the company, he adopted a dog named Critter from the pound. Critter had separation anxiety, so Tim brought him to work β€” and the dog needed walks every few hours. Tim turned the afternoon walk into an open invitation: a 20–30 minute group walk around a half-mile block (roughly two miles total). People discovered it was excellent one-on-one time to explain features, work through programming bugs, or just think. "You didn't even notice you were exercising." Critter got his exercise and socialization, and the team got walking meetings before walking meetings were a thing.

Obsidian

Obsidian offered a company softball team and gym access in a nearby building through their office lease β€” both free. The office was also across the street from a large open-air mall, so going to lunch meant a built-in walk. Tim's favorite spot was a Korean-Mexican fusion restaurant on the far side of the mall β€” just the walk there and back was about a mile. His endorsement: "If you haven't had a kimchi quesadilla, you haven't lived."

Ergonomics: Keyboards and Monitors

Typing and Carpal Tunnel

Heavy typing is unavoidable in game development. Ergonomic keyboards didn't exist in the 1980s and were rare in the 1990s, when carpal tunnel syndrome was rampant. Tim personally avoided it β€” he hunts and pecks rather than touch-typing, so he types "about as fast as I can think, which isn't that fast." Over time, keyboards improved dramatically: split designs, ergonomic layouts, even keyboards that hang off chair armrests.

Screens and Vision

Old monitors were low-resolution, boxy, heat-generating, and reflective. Dual monitors required a bigger desk; triple monitors were "insane." Modern flat screens with better resolution, contrast, and reduced reflectivity are vastly easier on the eyes.

Tim shares a personal connection here: he has a family genetic adult-onset color blindness. Every optometrist he's seen, upon learning this, has pointed to prolonged monitor use as an aggravating factor β€” staring at brightly colored images for 8–12 hours taxes your cones in ways human eyes weren't designed for. His code used to be yellow text on a bright blue background, which he thought looked cool but was brutal on his vision. His color blindness appeared at age 20 (his siblings didn't develop it until their 30s or 40s), and he believes the early onset was triggered by intense monitor use. The condition eventually plateaued as screens improved.

Overall Trajectory

Tim's central observation is that physical health in game development has improved at every company he's worked at and with every passing decade. The improvements come from better equipment (standing desks, ergonomic keyboards, modern monitors), smarter workplace design (gym access, walking-friendly locations), and cultural shifts (shorter meetings, exercise-friendly policies). None of these problems are fully solved, but the trajectory is clearly positive.