Yeah, that sounds like a bad place to work...
Its the culure. It doesn't have to be said, its expect that you will crunch and work 12-14 hour days or people will side eye you. And if you want to move up in the company, you sure as shit better crunch or that will never happen. A union would not allow it without it being collectively bargained for in negotiation.
Construction does this a lot. Sure this is a gaming forum and I can understand the concerns but imo this is sorta normal. So this type of outrage is just shrug to me.
I mean 12 hour shifts is rough shit though, the ugliest.
Delay it again and again and again until Management can pick a reasonable date.They delayed the game and cited it would help improve their employees well-being.
The delay meant the crunch lasted even longer.
Honestly them sounding workaholics sounds like their being super scummy, and taking advantage of people who like to spent more time working, and basically burn them out and repeat with someone else.Naughty dog hiring devs that are workaholics and it also doesn't look like it is being forced on devs but this whole situation seems bad. I honestly don't know what the solution is but there has to be a better way right?
Construction does this a lot. Sure this is a gaming forum and I can understand the concerns but imo this is sorta normal. So this type of outrage is just shrug to me.
I mean 12 hour shifts is rough shit though, the ugliest.
Some of whom still work at Naughty Dog today, who say that there's a part of them that actually wishes this game would fail. A critical flop might help show Naughty Dog that this isn't the best way to make games, that this level of sacrifice isn't necessary, that maybe the project isn't worth losing all of these people.
Kotaku said:Many development studios try to solve problems like these with a production department—the part of the team dedicated to organization, logistics, and communication. It's a producer's job to keep track of what people are working on, coordinate across disciplines, and ensure that the whole team is staying on schedule. At Naughty Dog, there is no production department. Over time, the company has hired a couple of producers to help with scheduling and other tasks, but the studio's philosophy has long been that everyone should act as their own producer.
On one hand, this can create an empowering, autonomous atmosphere, where designers and artists are free to add the little graphical flourishes that make Naughty Dog games unique. Nobody needs to deal with extra layers of bureaucracy if they want to, say, make sacks of grain deflate when you shoot them. On the other hand, nobody is there to keep the developers of The Last of Us II communicating or stop them from changing things for the sake of change. And nobody's going to tell anyone to stop staying at work all night.
The latter being definitely true does not mean the former may not be true either.This has absolutely nothing to do with gamers. It´s pure and unadultered corporate greed combined with a gullible workforce.
Twelve hours is that bad. Just like anything over eight.Wait, people are outraged because of 12 hour days? 12 hour days is not unusual for MANY professional workers out there. That doesn't mean it's good, but some people need some perspective here. When there are deadlines in any industry, there is crunch. 12 hour days is not THAT bad. Or that unusual and definitely not unique to video game developers. It 100% sucks that this is a reality, but it is and people can and do change jobs if this lifestyle isn't for them.
That would only devalue work, and game devs already don't get paid as much as they should. It's a cultural and management problem.Could they hire more staff but lower pay. This will allow for less working hours and it's more comfortable lifestyle but you do have to take a less pay because you're not putting as much hours as someone who can work 12-hour shifts a day? Don't rag on me but I'm just thinking of any type of solution we can come with the game industry.
Key thing here: having fun doesn't mean they're not crunching and essentially burning out.It's just sad to see developers not enjoy the process of creation, it's almost like they are trying 110% too hard to make a game that can get as high of a metascore as possible without really knowing what they want.
They didn't make Uncharted or The Last of Us just to get GOTY or 95 Metascore, they did it because they are inspired to create new, exciting adventures.
Ever wonder why Lost Legacy is so much better than Uncharted 4? Because it was truly inspired. It's not an Uncharted 5 or something overly ambitious, it's just a unique project that the team really feel like trying, and it end up being really good cause there's no huge pressure or expectation to mess up with the creative vision. They are enjoying their time with the project and it shows.
Look at Doom Eternal, the devs are literally geeking out over their game, talking about how it absolutely blows Doom 2016 away and how they are literally making excuses to go to the office just so they can play the game. The creative director even talks about how he is playing Sekiro and it's like his favorite game ever. The whole team is just having a total blast. Even the engine tech guy is like ''1000 FPS son'' cause he is just so excited about the tech in their new engine. It's awesome. It's like a team of passionate nerds.
There's also a very good chance of them not being included in the credits if they leave before release, or lose bonuses. It has happened before.No, I'm not saying those people all took the job for the resume boost. But it doesn't seem like a massive stretch to me that someone would figure "let's just see the project through, and then leave". Obiously that's not all of them, but this doesn't seem like some far fetched scenario to me lol.
The type of people Naughty Dog wants to hire are the type of people who will willingly stay late at the office in order to make their games better—the type of people who would take the time to make sacks of grain deflate when you shoot them.
Just delaying the game does not address the root cause of the issue.Delay it again and again and again until Management can pick a reasonable date.
Delay it again and again and again until Management can pick a reasonable date.
What a kicker. If you want your hard work to fail to make a statement, then just how fucked up is the communication out there.
Spoiler alert: it's not different. Their is crunch in every creative profession where billions are at stake. You hear about gaming because.....well...your on resetera.Why is this such a chronic issue? How is game development so different in terms of project management that proper timing can't be planned ahead?
Sad to read really, and I am a fan of ND's work, but this cannot stand. I am working on projects that also sometimes take years and hundreds of people to float, and understand how it can devolve into this situation without anyone having a solid intention to do so. I am not familiar enough with game development to understand how they can avoid it, but I am sure the « passion » that drives a lot of them makes it even harder because it's self-imposed (with a context of in-direct pressure that doesn't help).
I wonder if there are great examples of AAA devs Studios with a great balance?
They are pressured to do it - whether that is directly or indirectly.
Scale up the workforce or scale down the games.
This is part of why I want to see a push for lower fidelity games that are smaller in scope and target high frame rates - to limit what can be done.Things will get even worse with more powerful consoles and higher expectations from gamers.
Makes no sense in an economically way.Scale up the workforce or scale down the games.
Forcing this kind of extended crunch is not an acceptable solution.
What? Surely with the coronavirus in full swing surely now is the perfect time to release it? Everyone stuck at home with nothing to do but watch movies and play video games.Delay it again. With the coronavirus they might as well anyway.
But it's not mandated. It really means jack shit if this kind of culture gets fostered through peer pressure instead and no one being there telling people to go the fuck home. Also pretty shocking to read that ND doesn't have a traditional producer department."There's a lot of pushing your current workload aside to meet these real-time demands that come across your desk," said one Naughty Dog developer. "Do this thing you weren't planning for, that other thing you weren't planning for, plus what you were planning for."
On The Last of Us II, this became a never-ending cycle. "You feel obligated to be there later, because everyone else is there later," said one former developer. "If an animation needed to be put in and you weren't there to help the animator, you're now blocking the animator, and they may give you grief. It may not even be spoken—it may just be a look. 'Man, you totally screwed me last night by not being here at 11 p.m.'"
I am wondering why they don't employ more workers then ? Month of crunch sounds aweful especially if it recurs with each new release window.