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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 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.
"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.
'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.
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.
BioWare crunched "21 days on, one day off" making Mass Effect, says former dev: "That was really, really…
Former BioWare cinematic designer Armando Troisi revealed that the development of the original Mass Effect involved extreme crunch, with teams working "21 days on, one day off" to meet impossible goals set by director Casey Hudson. Despite the grueling conditions and technical challenges of using a new engine, IP, and console, Troisi expressed pride in the final product, calling it a profound interactive film.
Former id Software producer says the team faced the 'worst crunch' in the series' history on Doom: The Dark Ages – Revelations: 'There were days where I didn't see my son'
Former id Software producer Andrew Willis revealed that the team experienced severe crunch conditions while developing Doom: The Dark Ages – Revelations, describing it as the worst in the series' history. This intense period of overwork, which included days of 12-17 hour shifts, occurred shortly before many developers on the expansion team were laid off by Xbox. The article also touches on the game's sales performance relative to Doom Eternal and the studio's overall health post-layoffs.
Cyberpunk 2077 launched when it did because its devs wanted it "out the door" says CD Projekt Red CEO, but I wonder if he forgot about that reported mandatory crunch
CD Projekt Red CEO Michał Nowakowski stated that Cyberpunk 2077 was not rushed out due to investor pressure, but rather due to the team's exhaustion and desire to release it. However, the article questions this narrative, citing reports of mandatory crunch leading up to the game's troubled launch. Nowakowski admitted the launch decision was a mistake.
The majority of Doom: The Dark Ages' DLC got made 'in three or four months'
Former Id Software producer Andrew Willis described the development of Doom: The Dark Ages - Revelations DLC as extremely brutal, with significant crunch time required to complete the majority of the game in three to four months. Willis reported working at least 12 hours daily for two months, with some days reaching 17 hours, and noted that many team members considered it the worst crunch they had experienced. This news follows recent layoffs at Id Software, impacting many developers who had worked on previous titles.
Laid off id Software developer says crunch on Doom: The Dark Ages' Revelations DLC was "brutal" with up to 17-hour days
A former id Software developer described the crunch for Doom: The Dark Ages - Revelations DLC as "brutal," with days reaching up to 17 hours. This developer, Andrew Willis, was subsequently laid off by Microsoft along with many other id Software employees shortly after the DLC's release. The article highlights the intense working conditions and the subsequent job losses impacting the studio.
Rockstar Games Forced Crunch to Appease Executives, Says Former Red Dead Redemption Designer
A former designer for Rockstar Games, Kris Roberts, has detailed the studio's history of mandatory crunch, particularly during the development of Red Dead Redemption. Roberts explained that work hours expanded to include full Saturdays and encouraged Sundays, often driven by executive visits rather than genuine development needs. He also mentioned that the studio is currently facing accusations of encouraging crunch again, alongside issues with bonus payments and pay inequity.
"That's unacceptable": Red Dead Redemption dev says crunch at Rockstar was to "put on the show"…
Former Rockstar Games developer Kris Roberts described the crunch during the development of Red Dead Redemption as the worst period of his career, arguing it was performative for executives rather than necessary for game improvement. Roberts detailed how expectations for working hours escalated significantly, leading to extreme sleep deprivation and a feeling of artificial pressure, especially when executives like Sam Houser and Leslie Benzies visited. This experience, coupled with the difficulty of communicating such demands to his team, was a major factor in his decision to leave the studio.
Nintendo's stinking "nap room" for overworked devs haunted legendary Super Metroid director for years: "It’s quite sad only having these kinds of memories!"
Former Nintendo director Yoshio Sakamoto reflects on the intense development conditions for Super Metroid, including a lack of sleep and a poorly maintained nap room at the company's old headquarters. Despite the hardships, the game became a classic, earning praise even from Gunpei Yokoi, who initially questioned the team's extreme dedication. Sakamoto now finds the memories of crunch bittersweet, acknowledging the negative aspects in light of modern discussions about developer well-being.
Rockstar Games Workers Union say their first meeting with the GTA 6 studio's management was "a step in the right direction"
The recently formed Rockstar Games Workers Union, part of the IWGB, has described their first meeting with Rockstar management as a positive step towards voluntary recognition. The union has secured a roadmap for negotiations and plans to address issues like crunch, pay transparency, flexible working, and AI usage if recognized. They can pursue statutory recognition if voluntary agreement is not reached.
After claiming GTA 6 devs have crunch "built into" their contracts, union says "first meeting with Rockstar management" was "a step in the right direction"
The Rockstar Games Workers Union has had its first meeting with Rockstar management following its bid for recognition, calling it a step in the right direction. The union aims to negotiate terms including no crunch, paid overtime, pay transparency, flexible working, no layoffs, and protection against AI job replacement. Rockstar has requested negotiations before agreeing to voluntary recognition, and the union is working to define the bargaining unit.
22 trade union leaders have signed a letter joining the call for GTA 6 developer Rockstar to recognise the IWGB Game Workers union
Twenty-two trade union leaders have signed a letter urging Rockstar Games to recognize the IWGB Game Workers union. The letter, addressed to studio director Jennifer Kolbe and head of HR Rob Spampinato, emphasizes the right of all workers to unionize and calls on Rockstar to begin bargaining with the IWGB. This action follows reports of alleged crunch, a widening gender pay gap, and union-busting tactics at the Grand Theft Auto 6 developer.
The Elder Scrolls 6 Is Looking More Troubled Than Ever
Recent layoffs at Xbox-owned studios, including Bethesda Game Studios, are raising concerns about the development of The Elder Scrolls 6. The article suggests that the removal of experienced personnel and reliance on contractors could lead to further delays and negatively impact the game's quality. This situation is viewed as a "spreadsheet decision" by Xbox, prioritizing cost-cutting over the franchise's long-term success.
The Elder Scrolls 6 Team Worried About Delays and Crunch Following Layoffs – Rumor
Recent layoffs at Bethesda, impacting key personnel working on The Elder Scrolls 6, have reportedly caused concern among the development team regarding potential delays and increased crunch. The departures include programmers, artists, and designers, with fears that contract labor may be used to fill the gaps. The Elder Scrolls 6, announced in 2018, currently has no release date, but is estimated to be at least two years away.