Someone in the Sony gaming OT suggested I make a thread about this recent article that delved into crunch culture at Naughty Dog: https://cogconnected.com/feature/naughty-dog-crunch-game-development-sony-playstation-ps4/
Here's some quotes:
Here's some quotes:
"A normal work week for [QA] was 10 AM-10 PM six days a week and we didn't really have any choice about it," they explained. "Sometimes we'd stay until midnight or 1 am. At the end of [Uncharted 4], we started doing seven day work weeks for a little while and even did some 24 hours shifts where we'd come in at 10 AM and leave 10 AM the next day. I didn't really have a life outside of work for eight to nine months during the big crunch."
"I think this is one of the biggest issues there," [the source] said. "People keep working until 1 AM on these projects and no one from upper management seemed to make even the slightest effort to say that we shouldn't do this."
"I once remember towards the end of crunch," they recalled, "when everyone was struggling, the animation team got an email from one of the animation leads that basically said, and I'm paraphrasing, 'Yeah, obviously the rumors are true. We work hard here at Naughty Dog. But just keep pushing guys! It'll be worth it.'"
"So my take on crunch at Naughty Dog: The truth is more gray than black-and-white," said someone who worked at the studio for several years on multiple recent games. "There is no official mandate for crunch. There can be a significant amount of peer pressure, though. And that can include peer pressure from the people who are effectively your managers. Peer pressure comes from having a team of brilliant, talented, dedicated people working hard on a project together."