Marcin Undak
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Diablo 4 developer explains why AAA crunch still exists
Diablo IV lead engine engineer Marcin Undak discussed the persistent issue of crunch in AAA game development, distinguishing it from the survival-driven crunch in indie studios. He suggested that in larger companies like Blizzard, crunch often stems from workplace culture rather than necessity, highlighting concerns about poor planning and management decisions. The conversation around crunch continues amidst growing unionization efforts in the industry.
Diablo 4 lead says small teams crunch "because the company is on the verge of collapsing," but even though it's not "necessary" for AAA studios, "you might still have a culture of crunch"
Marcin Undak, lead engine engineer for Diablo 4, discussed the prevalence of crunch in the game industry. He differentiated between smaller teams crunching out of necessity due to financial instability and larger companies that may have a culture of crunch despite having the resources to avoid it. Undak noted that while crunch is becoming less common, it still occurs in larger studios like Rockstar Games and Ubisoft.
"Seven or eight years is not that unusual": Diablo 4 lead says AAA games are taking longer to make, which is bad news for junior applicants
Diablo 4 lead engine engineer Marcin Undak stated that AAA game development cycles are lengthening, often reaching seven to eight years. This trend leads to fewer junior positions being available as companies prefer to hire less experienced staff at the beginning of projects. Undak emphasized that balanced teams with all seniority levels are crucial for success, bringing both fresh ideas and seasoned expertise.