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SuikerBrood

Member
Jan 21, 2018
15,490
We should also take cultural differences into account. US and Japan employees will probably always work more per week than their European counterparts.
 

jschreier

Press Sneak Fuck
Verified
Oct 25, 2017
1,091
Pretty sure. People love to shit on EA but by most accounts it's a great place to work.
Depends where you work, right? EA is a huge company and all of its offices have different cultures. DICE LA, for example, is intensely anti-crunch. On the flip side, BioWare is crunching pretty hard right now, but plenty of people still love it there. Motive has had some cultural struggles. But in general I've heard lots of people from EA say lots of good things about working there these days, especially compared to 10 years ago.

The one thing EA doesn't get enough credit for is diversity - it's one of the rare big publishers that has women in studio leadership positions.
 
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BernardoOne

Banned
Oct 25, 2017
10,289
Just sayin.

Here's a list of games that were made without "crunch" -

Agent Decker (physical card game)
Airships: Conquer the Skies
Barbearian
Battlestar Galactica
Beat The Art Breaker
Bleed 1
Bleed 2
Broken Age
Chicken Jump
Cultist Simulator
Domiverse
Dreams
Dungeon of the Endless
Edge of Eternity
Endless Legend
Endless Space 2
Florence
Frobisher Says
Ghostman
Guacamelee 2
Gunslugs 3
Hohokum
Krunch
Lieve Oma
Loot Rascals
Minit
Operator Overload
Out of the Park Baseball
Panoramical
Path Out
Phase Drift
Pizza Ultra Titan
Regency Solitaire
Reunited
Rogue Aces
Save One More
Slamoids
Sound of my Town
Spitkiss
Star Crossed
Sunless Sea
Surge Deluxe
Thunder Kid
Tiny Trax
Tormentor X Punisher
Tower Fortress
Velocity
Velocity 2X
Wandersong

Let me know if any of these were memorable enough.
Plenty of ones in that list that are better than many AAA games and far more memorable, yes.
 

Veidt

Member
Oct 27, 2017
511
Depends where you work, right? EA is a huge company and all of its offices have different cultures. DICE LA, for example, is intensely anti-crunch. On the flip side, BioWare is crunching pretty hard right now, but plenty of people still love it there. Motive has had some cultural struggles. But in general I've heard lots of people from EA say lots of good things about working there these days, especially compared to 10 years ago.

The one thing EA doesn't get enough credit for is diversity - it's one of the rare big publishers that has put women in studio leadership positions.

Exactly. As mentioned here:

Ken Levine's Ghost Story Games also seems to be pretty great.

Ghost Story Games and Rockstar Games are both owned by Take-Two Interactive, yet appear to have very distinct work cultures. Even Firaxis, which still has some crunch to fulfill deadlines, seem to operate in a more relaxed environment, at least according to some current and former employees.

So it shouldn't be assumed that either the good or the bad examples are wholly representative of an entire publisher, there's bound to be considerable differences across studios.
 

jschreier

Press Sneak Fuck
Verified
Oct 25, 2017
1,091
Even "Rockstar" is nine or ten different offices all across the world, each with their own culture, although a lot of it is influenced by the creative braintrust in NYC.
 

XaviConcept

Art Director for Videogames
Verified
Oct 25, 2017
4,907
I'm glad you have a very positive experience, but that's almost certainly going to be highly dependent on the studio rather than something that applies to an entire publisher, particularly when we're talking about publishers with 15+ studios spread around the world. For example, studios like DICE (especially the headquarters in Stockholm, since Sweden has very fair labour laws) may enjoy good working conditions, others may not.

Using EA as an example, since people have mentioned the positive Glassdoor ratings, you'll find this summary:

So you have almost as many reviews mentioning horrible work-life balance as those reporting healthy work-life balance. Not to mention opinions might get skewed a bit when employees consider the working environment pleasant (good workspace, friendly co-workers, nice benefits), but still have to routinely endure long hours and major crunch periods.

Thankfully people are becoming more and more aware about the evils of crunch. But it should be said there's also a mentality problem, as even indies and small studios self-enforce crunch. Here's a short excerpt from an opinion piece from a few years ago, titled Loving the Crunch:

I mean you're literaly quoting me saying it depends on the studio just to say it depends on the studio :P

EA studios do crunch every now and then. Our design and QA teams have been staying late for a few weeks. Like I said earlier, crunch is one thing that impacts your quality of life at a studio but EA does try hard to provide a good experience in order to retain employees (in the way of bonuses, benefits, vacation, etc, the details are extensive on this). The big issue with R* is crazy forever crunch on top of (seemingly) not giving two shits about the employee.
 

XaviConcept

Art Director for Videogames
Verified
Oct 25, 2017
4,907
It does make sense to me that annualized and subscription based games would demand less crunch. You can anticipate a lot of needs on the engine side, and have more experience of where a project needs to be at a certain point in time. And of course, it would be beneficial to keep dev's with experience in the project and treat them better than you would for a one-off game.

Its different but not less hard. We introduce new features, characters, play modes and environments all the time and it can cause for a very chaotic experience because we do "new content every two weeks and new features every two months"

That involves bug finding, bug fixing, adding features to an engine not made to handle them, new systems to a game not made to have them as, more and more characters to test making balance increasingly harder, being able to manage creating new content while dangling bigger, future releases simultaneously etc etc, if managed improperly the two week/two month cadence could mean a lot of crunch. Luckily I think we do well there
 

SDR-UK

Member
Oct 27, 2017
2,394
Really Naughty Dog? I heard Uncharted 4 has a problematic development and the gameplay quality seems almost reflect this inconsistency but normally I thought this company hadn't exactly crunch problem.

Apparently they didn't have TLOU:R at a playable frame rate until they were six weeks out from launch and Corrine Yu was mentioning late nights to push the frame rate above 60fps.

ND are miracle workers for sure but I wonder how much toll it takes on them? Bruce Straley was creatively burnt out after back-to-back TLOU and then U4. Hopefully this is a wake up call to the industry.
 

Pororoka

Member
Nov 1, 2017
1,210
MX
https%3A%2F%2Fblogs-images.forbes.com%2Fniallmccarthy%2Ffiles%2F2018%2F01%2F20180108_Hours_Worked.jpg
I can confirm as a Mexican working for an American company that Crunch is really bad at least were I work. No social life at all on weekdays and in weekends is just rest for mental and physical draining. The pay is peanuts and no bonuses at all. You need to stay overtime even when you do not want to for fear to lose your job, as if finding one is not hard enough when colleagues sell them selves for less than the minimum wage, but this graphic is really eye opening. Just another day in an outsourcing company I guess.

Sorry to derail the thread.
 

Septimus Prime

EA
Verified
Oct 25, 2017
8,500
Now, the second part is actually more interesting. I think what people are focusing on are things like pay, benefits, hours expected, having no or little crunch, etc. EA's issues with studio management are also well known - the meme about them shuttering studios left and right exists for a reason. I'd wager that this stuff isn't really what people think about when it comes to good or bad working conditions, because studio closures and big waves of layoffs seem to be pretty normal in the games industry, as are questionable management practices like deliberately putting the pressure on studios that are unlikely to be able to deliver. It feels like a thing most people would like to ignore when discussing working conditions at studios, actually. A part of this is that the people still working at companies like EA obviously weren't affected, but it still feels a bit dishonest to not include that stuff in the discussion as well.
Let me address this really quick, since I see it a lot. One of the things that I've heard a lot when talking with colleagues who've been around for a long time is that EA tries really, really hard to keep you around. So, like, say your position becomes redundant, or your studio doesn't have a game to work on. They will see if there are other spots within EA you could fill and set up meet and greets and interviews with that team for you.

Remember how in my previous post, I said EA had an entire discipline that does something? The reason I can say that is because EA has processes to streamline its roles so that everyone with the same title works from more or less the same framework so that people can more easily move around the company when they need to or want to. Like, I'll bet the other posters from EA here can confirm that they also have DDs or QV guys at their studios and know exactly what those jobs are.
 

Veidt

Member
Oct 27, 2017
511
I mean you're literaly quoting me saying it depends on the studio just to say it depends on the studio :P

EA studios do crunch every now and then. Our design and QA teams have been staying late for a few weeks. Like I said earlier, crunch is one thing that impacts your quality of life at a studio but EA does try hard to provide a good experience in order to retain employees (in the way of bonuses, benefits, vacation, etc, the details are extensive on this). The big issue with R* is crazy forever crunch on top of (seemingly) not giving two shits about the employee.

I mostly used your post as a jumping off point, since a lot of people seem to be generalizing things and taking everything at face value. It's particularly odd when applied to a company that owns 37 studios across the world, some of them with multiple locations too.

As for Rockstar, it's clear things aren't going to change anytime soon. Rockstar Spouse happened 8 years precisely in response to Rockstar San Diego's horrible working conditions during development of RDR. And here we are again.

Also, It's quite interesting to read what you and Septimus Prime are sharing too! :)

Really Naughty Dog? I heard Uncharted 4 has a problematic development and the gameplay quality seems almost reflect this inconsistency but normally I thought this company hadn't exactly crunch problem.

That has been covered before, especially around the time Amy Hennig gave an interview about her career and work on AAAs:
When Soren Johnson, the designer of Offworld Trading Company and the host of the podcast, asked Hennig how difficult AAA development was on a personal level, Hennig replied, "Really hard. The whole time I was at Naughty Dog - ten-and-a-half years - I probably, on average, I don't know if I ever worked less than 80 hours a week. There were exceptions where it was like, 'Okay, let's take a couple of days off,' but I pretty much worked seven days a week, at least 12 hours a day."

And the seven-day working schedule wasn't limited to people on Hennig's level. Johnson posited that weekend work wasn't generally the same, and asked how much of Naughty Dog's team would be present. "A lot of it," Hennig replied. "I mean, Naughty Dog is pretty notorious for the amount of crunch, but obviously in a leadership role you try and do even more."

If you're interested in knowing more, the whole talk with Amy (2 episodes) is very much worth listening.
 
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Matthew

Member
Oct 26, 2017
342
I am happy and I really wish things would change for some for these companies where we here such stories.
 

HStallion

Banned
Oct 25, 2017
62,262
I remember when Kojima did his tour of the Sony first party studios he was blown away and impressed by what he saw at Media Molecule. I even think he mentioned trying to emulate it at his new studio post Konami but who know's if that ever happened.
 

lt519

Member
Oct 25, 2017
8,064
I remember when Kojima did his tour of the Sony first party studios he was blown away and impressed by what he saw at Media Molecule. I even think he mentioned trying to emulate it at his new studio post Konami but who know's if that ever happened.

Scope creep is the enemy of good project management and leads to crunch. Just speculating, but based on how long his games take to develop and his meandering vision I imagine he introduces a lot of scope creep late in the game on his teams. Could be wrong though.

Project management is really hard and most importantly you need someone to say NO to scope creep or pivoting too late or else you end up in a crunch. Yes the game may be better if you add X feature the last month of development, but before you know it X has caused ripple effects in A, B and C and now those teams working on A, B, and C that were done now have to crunch hard to fix all the bugs and issues X brought about. It happens in any product development cycle, not exclusive to games, and the good managers don't allow it. There is a point where "good enough" is actually fine and you save the ideas for future iterations (a la Super Mario Galaxy 2). Someone just has to have the balls to say No.
 

Accoun

Member
Oct 25, 2017
1,905
IIRC 11bit Studios (Anomaly, This War Of Mine, Frostpunk) are generally anti-crunch. Which makes sense considering it was started at least in part by ex CDP RED people. They mention in the Anomaly postmortem that they had only one crunch period during the final week. Not sure if they manged to avoid it with their later projects, but in this job offer they jokingly added as a sidenote "WARNING! Once we even had crunch happen. It lasted 7 days, never 4get [ * ]". So maybe they actually did, although the current ones don't have that (that being said: they lack any jokes at all rather than that specific one).
 

Deleted member 6730

User requested account closure
Banned
Oct 25, 2017
11,526
I've heard EA has always been very good for a while now and considering I'm not that huge on their games, at least they treat their employees well.
 

Aswitch

Member
Nov 27, 2017
5,122
Los Angeles, CA
Just sayin.

Here's a list of games that were made without "crunch" -

Agent Decker (physical card game)
Airships: Conquer the Skies
Barbearian
Battlestar Galactica
Beat The Art Breaker
Bleed 1
Bleed 2
Broken Age
Chicken Jump
Cultist Simulator
Domiverse
Dreams
Dungeon of the Endless
Edge of Eternity
Endless Legend
Endless Space 2
Florence
Frobisher Says
Ghostman
Guacamelee 2
Gunslugs 3
Hohokum
Krunch
Lieve Oma
Loot Rascals
Minit
Operator Overload
Out of the Park Baseball
Panoramical
Path Out
Phase Drift
Pizza Ultra Titan
Regency Solitaire
Reunited
Rogue Aces
Save One More
Slamoids
Sound of my Town
Spitkiss
Star Crossed
Sunless Sea
Surge Deluxe
Thunder Kid
Tiny Trax
Tormentor X Punisher
Tower Fortress
Velocity
Velocity 2X
Wandersong

Let me know if any of these were memorable enough.

Yeah this is an interesting correlation. Nothing that looks too triple A which isn't a bad thing. I think this just shows what comes with Triple A considering they're more ambitious than these titles.
 

phonicjoy

Banned
Jun 19, 2018
4,305
Its different but not less hard. We introduce new features, characters, play modes and environments all the time and it can cause for a very chaotic experience because we do "new content every two weeks and new features every two months"

That involves bug finding, bug fixing, adding features to an engine not made to handle them, new systems to a game not made to have them as, more and more characters to test making balance increasingly harder, being able to manage creating new content while dangling bigger, future releases simultaneously etc etc, if managed improperly the two week/two month cadence could mean a lot of crunch. Luckily I think we do well there

Oh I didnt mean to imply that I thought it was less hard, just that it seems like such longer term projects would need great process to be viable in the long run.
 
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CritiestBunny

Member
Nov 27, 2017
31
Indonesia
I posted this on another thread on this exact topic, so I'll share this.

Crunch happens, and will always happen, sometimes you just don't see it in the main working team. I would say that my current project is "crunch-free" in that all my employees come in around 9 to 10am and leave by 5 or 6 - some earlier. This was enforced by the fact that our actual working office was above another business that needed to shut their doors by 6 - now when we moved, this was just carried over and we in the management side have never advocated for people to stay longer.

So what does that mean for the production, since we are "crunch-free" and what most would label as humane? Well we're 8 months behind, and likely going to push 12 months behind our original deadline. I am working 12 hour days in the studio trying to make up for all the deficiencies in our own production since we can't afford to expand the team, while taking on multiple side jobs to be able to fund my own life and not take much out of the studio in terms of a personal salary. I am an emotional and financial wreck, but this is the price I choose to pay to keep my employees happy and unburdened, while still working towards my own personal dream of seeing this game through launch.

The point is, there will always be a cost somewhere. The bulk of the main narrative is on the toll projects like these take on employees and the risks they take when working for studios (big and small) - but people tend to forget that management and publishers are people too. They all have responsibilities and answer to others, and everyone has to choose between good, cheap, or fast - there is no exception. Scope management is key, but that doesn't just define the game, it defines the viability of the game and future projects for the company.

I see a lot of people saying: "just make the games smaller" or "just launch later" but a lot of those people are the same people that say a game isn't worth X, Y, or Z because the graphics are not as nice, the play time is less than 40 hours, the story isn't as long, there aren't enough features, or that there isn't enough of something - and when people do push launch windows... that's entire months of salaries and studio expenses that now have to be factored into the financial viability of a product. And in the case of some very large profile projects, this can mean the difference between a studio being shuttered or funded for a second project.

Game development as an industry is still very young. Working conditions and value in marketplace is still trying to find some sort equilibrium that would actually make sense. The fact is, right now the market refuses to pay for what games actually cost and in the interest of profits publishers and developers have turned to either working themselves to death or other revenue producing schemes (MTX, DLCs). Does this need to change - fuck yes. But the change needs to come from all sides - production, publishing, and the consumer.
 
Oct 27, 2017
45,160
Seattle
The company I work for is pretty good. Very little crunch, very good healthcare and other advantages. It is a mobile game company though, so probably not for the taste of most people here. :P
It's Ludia. We recently released Jurasic World Alive and previously made Jurasic World Builder.

My son loves that games and dinosaurs, I think he is going to be a paleontologist or geologist when he grows up
 
Oct 27, 2017
11,508
Bandung Indonesia
There is a certain degree of irony to see that a studio that gamers like to villify so much as the EVILLL of video gaming world, like EA and Ubisoft, turn out to be a great place to work. While the studios that gamers like to praise as the GODS of video gaming world, like Rockstar, Naughty Dogs, and CD Projeckt turn out to be quite a place that leans so heavily on crunch culture that makes life hell for their employees.
 

Jachaos

Member
Oct 25, 2017
451
Everyone I know who work at Ubisoft Montreal love it and say the work-life balance is great and the schedules are fairly flexible.
 

Rika

Member
Oct 30, 2017
1,547
USA
The work culture in Japan doesn't bode well with your hopes here. No way Nintendo have good working environment for making their big games. No way.

It's not just the game industry. The whole work culture in Japan is bad.

https://www.reddit.com/r/japan/comments/z1ymu/people_who_work_in_an_office_in_japan_is_it_as/

https://www.reddit.com/r/japan/comments/1au2vx/what_is_your_opinion_of_japans_work_culture/

https://www.raconteur.net/business-innovation/japan-work-culture

https://www.bbc.com/news/business-39981997

Edit: Oh, quoted wrong person. Here's some examples of Japanese work culture being bad.
 

feroca

Banned
May 12, 2018
823
Plus regarding Nintendo, didn't the late Iwata reduced his salary back then when the 3DS was underperforming? Remember reading that one of the reasons was that, they didn't wanted to fire anybody, because that would also lower the morale of the remaining employees.
 

Septimus Prime

EA
Verified
Oct 25, 2017
8,500
You can get a taste of Japanese work culture by working at the US branch of a Japanese company.

It's not something I'd recommend or would ever do again.
 

Molten_

Member
Oct 28, 2017
1,549
Can say from experience, Nintendo of America treats its employees very well. The company is very conservative, but the culture is great, benefits are great ... it helps that they're centered around other tech giants like Microsoft and Google who also treat their employees very well. I'm not sure how well Nintend of of Japan treats its employees, but if it's anything like NoA then it's looking good for them.
 

Paz

Member
Nov 1, 2017
2,151
Brisbane, Australia
People in this thread also need to realize that WHEN people worked somewhere is just as important as WHERE they worked, it's great to hear EA is an incredible place to work though as they employee a ton of people.

The place I'd besmirch doesn't exist anymore so not much point really, but I'd never work for Sega again that's for sure.

I know lots of mid-sized companies here in Australia that seem like lovely places in terms of work/crunch culture though, like Defiant who make Hand of Fate.
 
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