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Deleted member 5535

User requested account closure
Banned
Oct 25, 2017
13,656
Can we add EA to this list. They've made a lot of noise about eliminating long periods of crunch. Becuase, as people have said, it's inefficient. It lowers productivity and it's self defeating.

That's true. EA is so hated as a company but many people still think that it's a horrible place to work when it's actually not only one of the best but there's many benefits, great salary and better conditions.
 

Wowfunhappy

Member
Oct 27, 2017
3,102
well dam! "Relatively crunch free" doesn't mean crunch free. Sounds like sugar coating for yeah we had some crunch
Seconding this—in an industry where Rockstar was working 100 hour weeks, what's "relative"? It could mean 50 hour weeks for a couple of months, but it could also mean way more than that. I mean, every improvement counts, but...
 

Kyuur

Member
Oct 28, 2017
2,535
Canada
I'd be more interested in a list that also included minimal crunch.

No crunch is great but at the same time there's a difference between the occasional 50 hour week and 80 hour weeks for 4 months straight.
 

Deleted member 2793

User requested account closure
Banned
Oct 25, 2017
15,368
I don't know about others since we don't have information but with Hal Laboratory, it's said on the site for different work functions:
https://www.hallab.co.jp/eng/create/jobs/03/

So, roughly 9-10 hours of work and they sleep in their house.
Intelligent Systems has a schedule in their site as well:
https://www.intsys.co.jp/recruit/oneday/

Work starts at: 10 AM
Lunch at: 12AM
Work ends at: 19PM

--

Good Feel isn't as close to Nintendo as HAL/MonolithSoft/IntSys, but just for reference, here's their official working hours for most positions:
http://www.good-feel.co.jp/recruit/career/programer/

Start: 9:30am
End: 18:15pm
 

Fuchsia

Member
Oct 28, 2017
6,652
I forced myself through crunch last year and it literally almost killed me. And I'm as indie as it gets (contract workers with me doing 99% of the programming/design). I wish I could add my game to the list but I can't.

If anything it goes to show that, even when there's literally no one forcing you to do crunch, you feel "obligated" as its almost like a part of the culture of the industry. I won't ever do that to myself again, I hope. (and also there are a lot of indie studios that go through the crunch phase, if anything it can feel worse because there are few employees to begin with and you have a much stronger sense of loyalty to get the company through the dev process as quick as possible).

Just wanted to chime in here and say I found your story really enlightening. Thank you for posting the link!
 

Septimus Prime

EA
Verified
Oct 25, 2017
8,500
Intelligent Systems has a schedule in their site as well:
https://www.intsys.co.jp/recruit/oneday/

Work starts at: 10 AM
Lunch at: 12AM
Work ends at: 19PM

--

Good Feel isn't as close to Nintendo as HAL/MonolithSoft/IntSys, but just for reference, here's their official working hours for most positions:
http://www.good-feel.co.jp/recruit/career/programer/

Start: 9:30am
End: 18:15pm
Not to say anything about those companies, but the listed hours means nothing. Those are just standard work hours, and I've actually worked at places with those same hours that crunched the hell out of us.
 

banter

Member
Jan 12, 2018
4,127
That's true. EA is so hated as a company but many people still think that it's a horrible place to work when it's actually not only one of the best but there's many benefits, great salary and better conditions.
Having known many people who have and currently do work at EA Tiburon, I promise you that this is not true. The ones that still work there do say they've been "trying to make things better", but it is definitely a crunch heavy developer.
 

Pancracio17

▲ Legend ▲
Avenger
Oct 29, 2017
18,800
I think Bungie prides themselves on being crunch free, idk if that changed but so far I havent heard any news about that.
 

Derrick01

Banned
Oct 25, 2017
7,289
The insomniac revelation doesn't shock me. This was years ago now but I remember seeing an article about them being one of if not the best places to work in the game industry. This was one of those articles that judged it based on employee treatment and benefits not game quality. They've always seemed like a really great place to work at.
 

JABEE

Member
Oct 25, 2017
9,854
Isn't the biggest reason for crunch about management trying to meeting a deadline to match their intricately designed marketing schedule which often involves multi-million dollar ad buys, publicly disclosed forecasts, and retail sales plans that can't be whipped together and changed without incurring incredible costs?

How do you make huge games with these restrictions without crunch? The opportunity cost of AAA projects versus the games listed in the OP are completely different situations.

It's cool to see people speaking out against it though, so hopefully labor abuse will be limited or stopped.
 

Pancracio17

▲ Legend ▲
Avenger
Oct 29, 2017
18,800
Isn't the biggest reason for crunch about management trying to meeting a deadline to match their intricately designed marketing schedule which often involves multi-million dollar ad buys, publicly disclosed forecasts, and retail sales plans that can't be whipped together and changed without incurring incredible costs?

How do you make huge games with these restrictions without crunch? The opportunity cost of AAA projects versus the games listed in the OP are completely different situations.

It's cool to see people speaking out against it though, so hopefully labor abuse will be limited or stopped.
With decent management.
 

Gyroscope

Member
Oct 25, 2017
786
Having known many people who have and currently do work at EA Tiburon, I promise you that this is not true. The ones that still work there do say they've been "trying to make things better", but it is definitely a crunch heavy developer.

It's sounding like it varies quite a bit within EA. My team didn't but, I know other teams did on the same game.
 

Deleted member 1238

User requested account closure
Banned
Oct 25, 2017
3,070
Yeah I did a google search myself and I'm glad to know that I wasn't just crazy!

And if we're going to be honest with ourselves, Insomniac probably does some crunch. It's the AAA video game industry after all and sometimes you gotta hit deadlines. Even the Shreier tweet says "relatively crunch free." But if you generally treat your people well a bit of crunch isn't the end of the world (is it?). If one week out of 52 is full of long nights is that so bad if the rest of your job is awesome? I don't know I guess that's debatable but at least it seems like Insomniac is one of the good ones.
 
Last edited:

Bhonar

Banned
Oct 31, 2017
6,066
none of these seem to be on the scale of a GTA5 or a RDR2 ??

serious question -- is it possible to make a GTA5 with working 40 hours a week, without it taking like over 6 years?
 

Deleted member 5535

User requested account closure
Banned
Oct 25, 2017
13,656
Intelligent Systems has a schedule in their site as well:
https://www.intsys.co.jp/recruit/oneday/

Work starts at: 10 AM
Lunch at: 12AM
Work ends at: 19PM

--

Good Feel isn't as close to Nintendo as HAL/MonolithSoft/IntSys, but just for reference, here's their official working hours for most positions:
http://www.good-feel.co.jp/recruit/career/programer/

Start: 9:30am
End: 18:15pm

Thanks, I didn't know that IS and others had their schedule like that as well.

Not to say anything about those companies, but the listed hours means nothing. Those are just standard work hours, and I've actually worked at places with those same hours that crunched the hell out of us.

Yeah, that makes sense. I thought the same that a normal schedule is that but a crunch one is completely different. Still, it's the only information that we have.
 

Pancracio17

▲ Legend ▲
Avenger
Oct 29, 2017
18,800
Bungie has had problems with crunch in the past. This article says they've tried to eliminate it. I wonder if they truly managed it.
https://www.gamesindustry.biz/articles/2017-08-04-bungies-13-year-battle-to-kill-crunch-culture
Yeah, I think they mentioned they did, as Halo 2 almost killed them. Though upon further research apparently Destiny 2 was the first game they released with no company wide crunch. It took a long time to move away from crunch culture.
 

Deleted member 5535

User requested account closure
Banned
Oct 25, 2017
13,656
none of these seem to be on the scale of a GTA5 or a RDR2 ??

serious question -- is it possible to make a GTA5 with working 40 hours a week, without it taking like over 6 years?

I mean, RDR2 was made in 8 years WITH Crunch. GTA6 will likely be made on a similar period and also with crunch. Rockstar is a studio with all of it's studios working in one big game, unlike in the last two generations where they had much more than 1 game per gen.
 

Deleted member 1238

User requested account closure
Banned
Oct 25, 2017
3,070
none of these seem to be on the scale of a GTA5 or a RDR2 ??

serious question -- is it possible to make a GTA5 with working 40 hours a week, without it taking like over 6 years?
If you have thousands of people and an insane budget and basically perfect management: maybe (but it would still be a very long dev cycle)

realistically: no
 

Fuchsia

Member
Oct 28, 2017
6,652

No worries! Best of luck with everything you do. As an artist with a huge personal project I'm trying to accomplish within the next year I know what it's like to feel immense pressure and work yourself to an unhealthy state. I actually did this to myself last year. Now I'm taking care of myself more. Please take care of yourself as much as you can :).
 

TheYanger

Avenger
Oct 25, 2017
10,153
"Relatively crunch free"

Lol

Kind of like Samsung bragging that it has "relatively slave labor free" smartphones compared to Apple

Congrats?
Relatively crunch free might mean the worked overtime for a week or two, or like 'hey our deadline is next week, can everyone stay a few hours late on Friday?"

Yeah, it's not great, but I think most adults understand that there's a difference between situations like that and 'hey everyone is living at their desk for multiple weeks in a row every year' and there is a huge swath of possibilities in between.

This shit isn't black and white.
 

Nintendo

Prophet of Regret
Member
Oct 27, 2017
13,386
Relatively crunch free might mean the worked overtime for a week or two, or like 'hey our deadline is next week, can everyone stay a few hours late on Friday?"

Yeah, it's not great, but I think most adults understand that there's a difference between situations like that and 'hey everyone is living at their desk for multiple weeks in a row every year' and there is a huge swath of possibilities in between.

This shit isn't black and white.

Isn't that what Rockstar said? Yet they got shit on.
 

Syril

Member
Oct 26, 2017
5,895
If crunch was the difference between an 87 game and a 96, I wonder how many gamers would still speak out.
I sure like Ratchet and Clank games, but I bet review outlets would have rated them higher to validate my own opinions if only the developers had put their health and relationships at risk while they were making them.
 

finalflame

Product Management
Banned
Oct 27, 2017
8,538


So HL:E1, HL:E2, Portal 1,Portal 2, L4D1, L4D2, and CS:GO all seem to have had a reasonable schedule.

Valve is beholden to no investors or publishers. They are entirely independent. They set their own timelines. There is very little to no pressure with regards to release dates. They are not afraid of canning projects if they don't work out before ever seeing the light of day, or pushing back release dates.

But in the absence of pressure from deadlines, there are plenty of other pressures specific to their culture as a company. I think it's possible to work long hours and not be miserable, just like it's possible to mostly stick to a 40 hour week and feel pressured by other aspects of work.
 

Aztechnology

Community Resettler
Avenger
Oct 25, 2017
14,145
Its not even crunch, its just another day on the job.

The work culture in Japan (not just the game industry) is crazy
It's like they've never bothered to do productivity analysis studies or listen to anyone else in the worlds studies on it. Because the appearance and culture around it is just so damn inflexible.
 

Nintendo

Prophet of Regret
Member
Oct 27, 2017
13,386
I mean, RDR2 was made in 8 years WITH Crunch. GTA6 will likely be made on a similar period and also with crunch. Rockstar is a studio with all of it's studios working in one big game, unlike in the last two generations where they had much more than 1 game per gen.

No. How do you know that? You're basing your assumptions on what exactly? Dan Houser only said the writers had a few 100 weeks this year. No one knows what was happening during the 8 years nor do we know the hours of other employees.
 

P-Switch

Alt Account
Member
Jul 15, 2018
966
Relatively crunch free might mean the worked overtime for a week or two, or like 'hey our deadline is next week, can everyone stay a few hours late on Friday?"

Yeah, it's not great, but I think most adults understand that there's a difference between situations like that and 'hey everyone is living at their desk for multiple weeks in a row every year' and there is a huge swath of possibilities in between.

This shit isn't black and white.

I agree. That's what I'm making fun of...bragging about being "grey" lol

I mean, it's a journalist who is saying he knows a few people who told him Insomniac isn't as bad as Naughty Dog and Rockstar...not something to start jumping up and down and patting on the back about, imo
 

mieumieu

Member
Oct 25, 2017
900
The Farplane
i've added a suggestion to your post to improve everyone's reading experience

it's not something I can disclose at this moment due to personal reasons. Sorry.

Also to those arguing about the lack of AAA or large scale games without crunch: that just means these games should not be made, and this business model is not sustainable. I'm not arguing that you shouldn't buy them though
 

Dizagaox

Banned
Feb 26, 2018
1,076
London
Almost every article ignores that salaried employees that crunch get compensated after crunch rather generously, at least from my video / animation background perspective. The Starlink EMEA team I worked with are done for the year, back in February, for what is essentially 3.5 months paid leave. So do I feel sorry them having to work extra hours the last two months? No.