Pretty disgusting if you ask me.
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.Pretty sure. People love to shit on EA but by most accounts it's a great place to work.
Plenty of ones in that list that are better than many AAA games and far more memorable, yes.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.
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.
EA certainly shouldn't be proud of the way they treat companies they outsource work to. I've done FIFA localization work and it was bad, both in terms of workload and pay.
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:
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.
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.
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.
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.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.
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.
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.
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."
I remember reading something about MM having no crunch at all, and also they look pretty chill given the type of games they make, but i can't find it atm.
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.
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.
I can see it now #crunchgate .Not to demean this or anything but it's pretty apparent that what this would be referred to.At this rate, game companies are gonna have to start putting some kind of "Now Crunch Free!" label on their games.
Motion Twin. Devs of Dead Cells iirc.What was that company that everyone had the same salary ?
Was the Fury dudes ?
What was that company that everyone had the same salary ?
Was the Fury dudes ?
Dreams is AAA.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.
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
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.
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.