It will be best for most people to read the article before coming and posting, but this is a standard for ERA unfortunately. Crunch is bad no matter how you put it, but the coin always has two sides and reading the article, some of the devs that shared info make it sound not so bad.
"People as a whole usually stayed [late] by choice," said a developer who worked on Uncharted 4for several months. "With Naughty Dog, there is a culture to strive for perfection, but I think this is more due to their history of making amazing games. I never at any point felt internal pressure, I was compelled to do so by nature of being a part of something truly amazing."
"On top of this, Naughty Dog as a studio took great care of its staff, with frequent catering, food trucks, and paid meals," the developer continued. "Overall, I really enjoyed my stay there. I feel that the media overall has somewhat a false sense of what 'crunch' periods entail, and why they exist. Studios like Naughty Dog are full of very talented individuals that simply want to make a great game."
"I do agree with what [Maximov] has said," they told COGconnected. "It was never mandated from management, but Naughty Dog was (and I assume still is) in a unique place where longer hours and hard work are part of the culture. As long as they are upfront about that during the hiring process, then I feel this doesn't make it right or wrong."
"You can certainly join ND and work eight hour days," they concluded, "but since people around you are putting in so much effort, you can't help feel compelled to do what you can so their efforts aren't limited by you."
"You are surrounded by talented, passionate, people who focus on making the best possible product and you become inspired by that to devote all of your time and energy into your work," the source continued. "This is not to say that this is a healthy process, but I think how much someone is 'forced' to work is up to the individual." The source mentioned that working more than 60 hours was optional and said that "developers in other departments were empowered to set their own schedules [while] QA schedules were set by the department leads."