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“The Suits” Made All The Money From Call Of Duty: Black Ops 1 And 2 Ports, OG Dev Says
Former Treyarch developer Gavin Goslin expressed disappointment that Activision executives are profiting from the successful ports of Call of Duty: Black Ops and Black Ops 2, while the original creators receive no additional compensation. Goslin highlighted the intense crunch experienced during development and argued for retroactive rewards for developers based on legacy revenue. Activision marketing boss Tyler Bahl acknowledged the ports' significant success, attributing it partly to pent-up demand.
After eight years building GTA 6, Rockstar promises its next games will come "more quickly"
Rockstar Games has indicated that future titles will be released more quickly following the extensive eight-year development of Grand Theft Auto 6. The studio learned from the development of Red Dead Redemption 2 and implemented its advancements into GTA 6, though the game's release was delayed to November 2026. Rockstar believes its improved engine and tools will enable faster content creation.
GTA 6 was originally Project Americas and covered "big swaths" of country's north and south, Rockstar reveals, in interview tackling crunch, delays, and leaks
Rockstar Games has revealed Grand Theft Auto 6 was initially codenamed Project Americas and planned to span large parts of North and South America before being scaled down. The interview also detailed the challenges of development, including significant crunch during Red Dead Redemption 2, efforts to improve working conditions, the impact of game leaks, and multiple delays leading to the current November 19th release date for PlayStation 5 and Xbox Series S/X.
After 'Crunching Hard' Through Their Final Months, Gears of War: E-Day Developers Are Reportedly Now Expecting Layoffs
Developers working on Gears of War: E-Day are reportedly anticipating layoffs despite months of overtime, casting a shadow over the game's upcoming release. The team has been 'crunching hard' in recent months, leading to fresh fears of job cuts within the studio.
Wardogs CEO admits the studio is overwhelmed by its success while continuing to define his stance on crunch
Joe Brammer, CEO of Wardogs developer Bulkhead, addressed the game's overwhelming success and his controversial stance on crunch. He reiterated that crunch is subjective and that developers are fairly compensated, while also admitting the studio is overwhelmed by cheaters and DDoS attacks, leading to developers taking time off.
Wardogs studio chief Brammer insists he isn't "pro crunch, I am pro hard work"
Joe Brammer, CEO of Wardogs developer Bulkhead, has clarified his stance on crunch, stating he is "pro hard work" rather than "pro crunch." He defended the studio's practices, including occasional overtime, and argued against the notion that crunch is solely a result of bad management, particularly when working with new technology like Unreal Engine 5.
Build A Rocket Boy Files For Administration After Confirming Insolvency
Build A Rocket Boy, the studio behind the game MindsEye, has filed for administration due to insolvency, appointing Opus Advisory Group to manage its proceedings. The company reported significant financial losses and debts, leading to recent layoffs and concerns about its survival. The article also details allegations of severe crunch culture and its negative impact on employees.
WARDOGS Studio CEO Says Crunch is Never Mandatory, Admits to Social Pressure to Work Longer Hours
Bulkhead CEO Joe Brammer clarified statements regarding crunch, asserting it is not mandatory at the studio despite admitting to social pressure that may encourage longer hours. He highlighted that 80% of the studio's shares are owned by 50% of its staff, indicating shared success, and noted that 50% of WARDOGS' development involved a 4-day work week with employees receiving the entire month of December off.
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.