Joe Brammer
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Wardogs boss clarifies the FPS had 4 weeks of "optional" crunch that devs could opt out of, but admits "social pressure" might have made some feel "less than great"
Bulkhead CEO Joe Brammer clarified comments regarding crunch for their game Wardogs, stating that a four-week period of optional crunch was introduced after a beta deadline was missed. While he admitted that social pressure might have made some developers feel uncomfortable, he also highlighted employee benefits like a four-day work week and time off in December. Wardogs launched to positive reception, peaking at over 428,000 players on Steam.
Wardogs CEO goes on the defensive after speaking in favor of crunch in an interview
Joe Brammer, CEO of Bulkhead, the developer of the early access FPS Wardogs, has defended the practice of crunch in game development. In an interview, Brammer expressed support for crunch, stating that the final months of development were more important than developers' family lives and that the studio screens potential hires for anti-crunch rhetoric. He also mentioned that developers receive 'life-changing' compensation and that the studio utilized four-day work weeks and gave employees December off.
Wardogs has already made more money than Marathon, and its Steam launch momentum is ahead of Arc Raiders and Helldivers 2
Wardogs has achieved significant commercial success on Steam, selling over 2.2 million copies and generating $70 million in revenue, outperforming Bungie's Marathon and showing stronger initial momentum than Arc Raiders and Helldivers 2. The game's pricing strategy is cited as a key factor in its success, though developer Bulkhead faces scrutiny over its work culture and CEO Joe Brammer's controversial comments.
Wardogs studio CEO issues new statement, after backlash for saying his studio won't hire people who "constantly tweet anti-crunch messaging"
Joe Brammer, CEO of Bulkhead, has issued a new statement addressing backlash from his comments about not hiring individuals who "constantly tweet anti-crunch messaging." Brammer clarified his remarks, stating they were informal discussions about the studio's culture and not a formal recruitment policy, while also defending the studio's approach to crunch and work-life balance experiments. The successful launch of Wardogs has led to discussions about staff rewards and the company's unique operational strategies.
As Wardogs hits a "perfectly acceptable decline," studio boss asks players what they want to change: "Remember, we're in charge here, we're the ones with the vision"
Despite Wardogs' player count declining from its peak, developer Bulkhead is seeking player feedback on issues and design decisions for future updates. CEO Joe Brammer emphasized that the studio retains creative control while encouraging community input, though some players have offered humorous or trivial suggestions.
"They often don’t make it in the door": Wardogs studio Bulkhead check for "anti-crunch messaging" on prospective hires' social media, CEO says
Bulkhead CEO Joe Brammer stated the studio checks prospective hires' social media for anti-crunch messaging, preferring candidates who do not publicly criticize crunch practices. Brammer believes crunch is sometimes unavoidable and that developers who are against it may not be a good fit for the studio's work-hard culture, though he also mentioned December off and a four-day work week for part of development.
WARDOGS Launches to Big Sales & Early Problems
WARDOGS, a team-based FPS, has achieved significant commercial success since its Early Access launch on Steam, selling over two million copies in under five days. However, the game has been plagued by server capacity issues, login queues, and connection errors, leading to negative player reviews. Developer Bulkhead, led by CEO Joe Brammer, is actively addressing these problems while also facing scrutiny regarding their development practices and workload.
'This Is a Place You Come to Work Hard' — Wardogs CEO Justifies Crunch as a Balancing Act
Joe Brammer, CEO of Wardogs developer Bulkhead, stated that the studio actively avoids hiring individuals unwilling to engage in crunch. He justified this policy as a necessary balancing act for the studio's operations.
WARDOGS Studio Wants to be Known For Crunch, Says CEO
Joe Brammer, CEO of Bulkhead, stated that crunch is an inevitable and valued part of the studio's development process for games like WARDOGS. The company actively seeks employees who embrace hard work and even checks social media for anti-crunch sentiment, while also offering financial incentives for those who engage in crunch.
Wardogs CEO says he won't hire devs who aren't down with mandatory crunch: 'If you care about what you're making, this is the place to work'
Joe Brammer, CEO of Bulkhead, has stated that the studio will not hire developers who are against mandatory crunch, framing it as a requirement for those who truly care about their work. This policy has drawn criticism from industry colleagues who argue that crunch is a result of poor planning and negatively impacts profits and employee well-being. Brammer also acknowledged that Wardogs experienced significant crunch during its launch, with staff working overnight to fix server issues.
"I expect people to crunch," says Wardogs boss, so his studio will "check people's socials" to see if they criticize crunch online before hiring them
Wardogs studio Bulkhead, led by CEO Joe Brammer, embraces crunch culture as an inevitability and actively screens applicants' social media for negative comments about crunch before hiring. Brammer states that while crunch is a possibility, employees who work extra hours receive financial compensation, which he describes as 'life-changing.' This practice highlights ongoing controversial labor issues within the game development industry.
Wardogs lead says the studio won't hire people who decry crunch on social media
Joe Brammer, CEO of Bulkhead, stated that the studio will not hire individuals who express anti-crunch sentiments on social media, as they are seen as a poor fit for the company's work culture. Brammer acknowledged that crunch can occur and emphasized that developers who work hard and contribute to successful projects are financially rewarded through bonuses and stock ownership.
Wardogs devs are "d*** heads," according to Wardogs devs feeling sorry for prioritizing streamers in the…
Wardogs developer Bulkhead has apologized for prioritizing streamers in game queues during its early access launch, admitting they were "dick heads." Despite the controversy and long queue times for regular players, the game maintains a "Very Positive" rating on Steam, with CEO Joe Brammer defending the decision as a smart move for entertainment value.
Server Queues Temper Wardogs’ Huge Early Access Debut
Wardogs achieved over one million copies sold and 350,000 concurrent players on Steam during its early access launch. However, significant server queues impacted the player experience. The game is currently PC-only, with PlayStation 5 and Xbox versions planned for 2028.
UK studio Bulkhead's Wardogs sells over a million copies and tops 350,000 concurrent players on launch day
Bulkhead's new tactical shooter, Wardogs, has achieved over one million copies sold and surpassed 350,000 concurrent players on its launch day into Steam Early Access. Despite server congestion, the studio's CEO expressed gratitude and emphasized ongoing development and player feedback for future improvements.
Wardogs dev reflects on the FPS game's messy Steam takeover: "We either fix the queue now or we're f***ed"
Massive multiplayer shooter Wardogs experienced a chaotic launch on Steam, with over 365,000 concurrent players overwhelming the servers and causing issues with anticheat bans. Developer Bulkhead, led by figures like Howard Philpott and James Tatum-Dean, worked quickly to deploy a hotfix that resolved the login queue problems. Despite initial setbacks, the game achieved over 1.5 million sales and an 83% Steam review average.
WARDOGS Crosses 1 Million Sales and Nearly Peaks at 338,000 Steam Players While Servers Buckle
Bulkhead's new first-person tactical shooter WARDOGS has achieved over one million sales within hours of its PC early access launch, peaking at nearly 338,000 concurrent players on Steam. Despite server issues causing "Mixed" user reviews, the studio is encouraged by the strong player reception and plans to continue developing the game for PC, Xbox Series X/S, and PlayStation 5.
Wardogs servers go down as over 300,000 people rush to play on launch day
Wardogs, a new 100-player milsim FPS, has experienced significant server issues on its launch day due to an overwhelming player count exceeding 300,000. Developer Bulkhead has taken servers offline to address the problem, with CEO Joe Brammer suggesting Valve's rate-limiting may be a contributing factor. Players are advised to remain in the queue for potential re-entry.
Wardogs Has A Massive Start On Steam, But Players Face Brutal Server Queues
Wardogs, a new military FPS, has achieved a strong launch on Steam with over 300,000 peak concurrent users, becoming the platform's number one best-seller. However, players are experiencing severe server queues and issues with incorrect bans. Developer Bulkhead is working with Valve to address rate limiting and resolve the queueing problems.
As Wardogs blows past 200k Steam concurrents, its developers are prepared for the day 'hype dies down'
Wardogs developer Bulkhead is openly discussing the game's player counts, with its closed beta surpassing 200,000 concurrent players on Steam. CEO Joe Brammer acknowledges that hype will naturally die down, but expects the game to maintain a healthy player base and plans for future growth.