EssCee

Banned
Oct 27, 2017
1,130
46h a week is already crunch if it's consistent, though. Especially if that's the average.
I'm sorry but 46 hours a week is nowhere close to "crunch hours"

you're effectively putting 1 extra hour a day, which can just be working through lunch

those are more than manageable/reasonable work hours. Real crunch is putting 50-55+ hours a week over several months
 

tzare

Banned
Oct 27, 2017
4,145
Catalunya
If true, needs to be addressed, by the industry as a whole, but let's not pretend we don't have our share of responsibility, asking for news and announcements all day, then asking for bug free games at release or complaining or tinfoil hat theories when delays happen. And of course being selfish sometimes and wanting games for a fraction of their cost.
 

Superking

Member
Oct 25, 2017
3,678
so naughty dog has the worst crunch in the industry, eh?

somewhat surprising but also not. you don't get graphics and animation that good unless you're doing some serious labor exploitation
 

fade

Avenger
Oct 25, 2017
3,516
Would it hurt you to read the OP? To show some empathy for the people suffering to make the game? Is this a deliberate thing to focus on one out of context tweet instead of looking at the whole thread for context?

And no, the point about a more senior team speaks to improve efficiency, reduced rework etc as a means to deliver faster and better.

You mean the one out of context tweet that is literally the OP title? It would've hurt as much as it would have to choose a better tweet out of the thread to express the point. MY point wasn't meant to disparage the undeniable fact of horrible working conditions some of the employees are put under. My point was that saying they have deep enough pockets to fund delays but not pay more to keep better talent as if it wasn't a cutthroat competitive industry on top of saying it would have been delivered a year earlier (assuming with no crunch?) seems counterproductive to shining a spotlight on the problem.
 
Oct 26, 2017
9,859
They should have been afforded more time but EA probably pushed it out the door. Obviously its better than overworking your employees, but the poster was using it as an example of a game that proves that you don't need to when its not the best example.

Disney pushed* to ride The Mandalorian and SW movie buzz.

I used JFO because it is pretty recent and sold really well and Respawn said that they avoid Crunch as much as possible.
 
Oct 27, 2017
12,410
there's been too much smoke with regard to ND's labor practices. pretty confident i won't be buying any more of their games until they address this directly.
 

Equanimity

Member
Oct 27, 2017
15,005
London
Well this is certainly disappointing. High calibre ex-employee coming out like this must mean that the workload/culture is need of some serious overhaul.
 

FlintSpace

Banned
Oct 28, 2017
2,817
Not surprising why Developers feels like home under Sony. There must be relatively less pressure, more funding and time to explore what they wanna make.

I am not justifying crunch but who hasn't witnessed crunch in their jobs unrelated to the field of gaming or general artists.
 

Blade Wolf

Banned
Oct 27, 2017
9,512
Taiwan
The ''Naughty God'' defenders in this thread are a f*cking disgrace, you're literally trying to downplay the severity of their mismanagement & terrible work culture as if you know better. This guy is one of the most prolific animator in the industry and he is a honest, down to earth person. Who are you to ''disagree'' with him when he is pretty much just laying out the facts?

''Stop saying bad things about our based Naughty Gods please I want my Last of Us Twooooo who gives a shit about the animators''

Listen closely you pathetic denial pony. Naughty Dog is dying, slowly, they are losing tons of talents every year and those people will never come back, ever.

You really think the animations are still going to be the same quality without this guy?
You really think the creative direction are still going to be the same without Bruce & Amy?

The reason why they are delaying so much is because their team is struggling, the seniors are all gone and all they have is a bunch of new guys working their ass off to get the same results, and soon those people will leave as well. They can not retain any talent whatsoever.
 
Last edited:
Oct 26, 2017
9,859
Not surprising why Developers feels like home under Sony. There must be relatively less pressure, more funding and time to explore what they wanna make.

I am not justifying crunch but who hasn't witnessed crunch in their jobs unrelated to the field of gaming or general artists.

Naughty Dog having to hire movie animators and inexperienced talent says otherwise.

Cooper said that they have a bad reputation in the LA area and no senior devs want to work for them and LA is very competitive.

They need to change the culture after TLOU 2, because I'm 100% sure that a lot of people will once again leave the studio.
 

Pankratous

Member
Oct 26, 2017
9,358
I'm sorry but 46 hours a week is nowhere close to "crunch hours"

you're effectively putting 1 extra hour a day, which can just be working through lunch

those are more than manageable/reasonable work hours. Real crunch is putting 50-55+ hours a week over several months

Anything more than 37.5 hours (standard) is crunch. Believing otherwise is the mindset that lets corporations fuck everyone over.
 

Black_Stride

Avenger
Oct 28, 2017
7,421
Not surprising why Developers feels like home under Sony. There must be relatively less pressure, more funding and time to explore what they wanna make.

I am not justifying crunch but who hasn't witnessed crunch in their jobs unrelated to the field of gaming or general artists.

Low experienced employee retention rate = Developers feel like home under Sony?
The Story animators seem fine, but gameplay animators are going through hell....Jonathan left ND and he is one of the best Game Animators in the industry.
Are you joking right now?

Because, usually when someone says somewhere feels like home....they dont want to leave.
Or am i taking the saying out of context
 
Oct 27, 2017
8,010
Boycott worthy really.

The only options are to severely cut back on parts of their games

or

Allow even more time to create said games, which would be really long development times given their recent titles.
Or they could hire more talent and project managers

But that would cut into profits

The thing that surprised me most is the terrible reputation that ND seems to have in the industry, that's not good. The thing that surprised me the least are the posters in this thread going through this guys old tweets looking for something to discredit him
 

TheGhost

Banned
Oct 25, 2017
28,137
Long Island
Not surprising why Developers feels like home under Sony. There must be relatively less pressure, more funding and time to explore what they wanna make.

I am not justifying crunch but who hasn't witnessed crunch in their jobs unrelated to the field of gaming or general artists.
This is not a good take, the end product is not worth the human sacrifice and should account that into the review score to send a message to other devs.
 

Spark

Member
Dec 6, 2017
2,609
Not surprising why Developers feels like home under Sony. There must be relatively less pressure, more funding and time to explore what they wanna make.

I am not justifying crunch but who hasn't witnessed crunch in their jobs unrelated to the field of gaming or general artists.

Apparently feeling at home = overworking employees to the point of hospitalization
 

Celine

Member
Oct 26, 2017
5,030
I don't see anything controversial here.
A strong financial backing is required if you want a polished product or even if you need to cancel/reboot a project because it doesn't meet your high standard.

A high burn out rate is troublesome though.
 

Jonnax

Member
Oct 26, 2017
5,018
Not surprising why Developers feels like home under Sony. There must be relatively less pressure, more funding and time to explore what they wanna make.

I am not justifying crunch but who hasn't witnessed crunch in their jobs unrelated to the field of gaming or general artists.
Read the Twitter thread.

This about most senior people leaving the company due to terrible working conditions like being hospitalised through overwork on last year's gameplay demo.

The point being made is that senior game animators don't want contract work at Naughty Dog because they have a terrible reputation for overwork.

So they have to fill the ranks with juniors and people from film animation.

This means that the game takes longer.

And they straight up said this game could have come out a year earlier if they hadn't lost experienced people.

You completely missed the point.
 

Zweisy1

Member
Oct 30, 2017
562
There's also a lot of developers who in my opinion do far better games with smaller budget and less development time. Actually good, well thought out mechanics and inventive level design or good writing doesnt just come with throwing money and time at it.. you can polish something forever but If it doesnt do anything interesting at core then its still just extremely polished mediocre game. Naughty Dog has amazing presentation and their work IS extremely polished but the Uncharted games didn't do anything special when it comes to gameplay.
 

Crossing Eden

Member
Oct 26, 2017
53,807
Go find a studio that makes a game on the same level as ND because that's what I'm saying I'm not asking for your opinion on what size, scope and ambition means because that answer changes from studio to studio. What I'm asking for is a studio that can actually make a project of the size of TLOU2.
Many studios this gen have made projects that are bigger than the size of TLOU2.
 

Legacy

One Winged Slayer
Banned
Oct 25, 2017
15,704
That final paycheck tweet is some real shady shit on ND's part, this was sad to read.
 

Equanimity

Member
Oct 27, 2017
15,005
London
None of us know the actual size of TLoU P2. What we've seen is but a fraction of the entire game according to Neil Druckmann, so let's just leave it at that and move onto the pertinent questions and opinions.

No?
 

jaymzi

Member
Jul 22, 2019
6,620
He says he left Naughty Dog because he only wants works with the best and thinks the people at Naught Dog aren't the best anymore.

Wonder who he thinks is the best now.
 

VanDoughnut

Member
Oct 30, 2017
3,442
I've worked at several game studios, none as acclaimed as Naughty Dog, and several animation studios. I'm sure ND's pedigree puts a significant level of pressure on both people considering applying for them, and the people who work there already. None of the places I worked had that kind of anticipation for their games, but it's amazing that conditions are the same for so many game and animation studios whether AAA, AA etc. with the same turnover rates, and the same handful of stories of hospitalization, all of it.

The way games get made, the toll it takes on the talented production team, all of it needs to change, and I know that's hardly a bold statement. But I just think about the last studio I was at, putting in 60 hour work weeks of "volunteer" overtime (in which it wasn't explicitly mandatory, but you wanted to be there to help the coworkers who were willing to stay to the point where the leads would make you feel guilty for being one of the handful who wouldn't stay late), trying being a beacon of optimism for my coworkers. A lot of us were proud of our games especially after all that work we put in, and they were games that reviewed mid-60s to high 80s and they weren't all best sellers. Of course it's worth the focus testing and doing what you can to ensure your game has broad appeal. You want to make sure all that hard work isn't for nothing, and that it gets appreciated. I hate the idea that some interpret that as appealing to the "lowest common denominator". What an awful take.

I feel like these sorts of articles and twitter threads precede most major releases at this point, and a common response is for people to be like "oh well I'm not buying that game now" or "not supporting that studio anymore", which is a fine and understandable reaction, but understand that this is a more complex issue than simply letting your wallet be your voice, and the work and skill that went into these titles still deserves appreciation and recognition, and above all respect, particularly with the working conditions. Stuff like THIS, the threads, the conversations they inspire once you weed through the fanboyism, and articles shining a light on the aspects of development that otherwise wouldn't be discussed does more to encourage change and fixing than not engaging with the end product.

I love the work Naughty Dog puts out, and I have many friends who work there currently and live for the environment because it works well with their productivity and strikes a work life balance that's comfortable for them. There are always people willing to put in that work but, damn, it doesn't have to, and shouldn't have to be that way. Changes need to happen at every facet of the industry; art, publishing, distributing, marketing, development, all of it. Release dates should be determined internally and not shared publicly or through marketing until a game is actually nearing completion, because the way it's handled now just puts so much money and pressure on meeting the deadlines once it's announced, with zero respect for the creative changes that can happen when things just don't come together quite how they were anticipated. Unionization needs to happen, it should have happened over a decade ago.

I still hope this particular game turns out well, because I want my friends' hard work to pay off for them, I know they deserve it. And I still want to play it both as a player and to support them. If anything, these cases becoming more and more known just makes me want to be sure to express my appreciation to individuals respectfully while being vocal about my own displeasure with the working conditions that the industry is too comfortable accepting as the status quo.

Thanks for the insight here.
 

Johannes

Member
Oct 28, 2017
560
To the previous comments how Cooper is throwing his former co-workers under the bus, dismissing their talent etc.

Cooper isn't throwing his ex co-workers under the bus. It's the opposite, since he is willing to say this publicly without being anonymous and therefore giving further credibility how badly the studio is being managed. There are only few people who were thrown under the bus (and deservedly so): Druckmann, Welsh and maybe other senior employees who run the place/departments. I'm sure majority of the employees are relieved/glad that ND's awful work practices are reported and therefore put pressure to the management to change the work culture. Props to Cooper.
 

Equanimity

Member
Oct 27, 2017
15,005
London
To the previous comments how Cooper is throwing his former co-workers under the bus, dismissing their talent etc.

Cooper isn't throwing his ex co-workers under the bus. It's the opposite, since he is willing to say this publicly without being anonymous and therefore giving further credibility how badly the studio is being managed. There only few people who were thrown under the bus: Druckmann, Welsh and maybe other senior employees who run the place/departments. I'm sure majority of the employees are relieved/glad that ND's awful work practices are reported and therefore put pressure to the management. Props to Cooper.

This.
 

nelsonroyale

Banned
Oct 28, 2017
12,135
On the one hand, I think this is indefensible. If they need greater capacity they need to employ more people simple as that, not force their employees to work over the odds.

On the other, this is the perspective of someone who has left the company on bad terms. so there is a degree of personal optics there. Having said that, Schreir's recent article seems back up nearly everything he said. I mean I am not someone who just goes on the devil I know - I know these kinds of practices are rife through the industry and from what I understand wouldnt consider this an anomoly. For instance, I know that Rockstar also crunch massively. However, this shit needs proper unionised period.
 
Oct 26, 2017
3,896
I'm sorry but 46 hours a week is nowhere close to "crunch hours"

you're effectively putting 1 extra hour a day, which can just be working through lunch

those are more than manageable/reasonable work hours. Real crunch is putting 50-55+ hours a week over several months

50-55 hours a week is obviously ridiculous but that doesn't make 46h a week okay. I don't see why consistently doing 6h of overtime every week should be considered reasonable.
 

Deleted member 29682

User requested account closure
Banned
Nov 1, 2017
12,290
On the other, this is the perspective of someone who has left the company on bad terms. so there is a degree of personal optics there.

I don't mean to pick on you specifically since you're being reasonable, but this keeps coming up and I don't know what people are expecting. If the content of the Tweets are true, then I find it difficult to imagine a scenario where he left on good terms.

There doesn't need to be a secret petty reason he's upset and is playing things up to discredit them, when he's been pretty forthright about what his issues with ND have been.
 

Rated-G

Member
Oct 29, 2017
1,377
That final paycheck tweet is some real shady shit on ND's part, this was sad to read.

I've had that happen to me at another studio. I also had a (now closed) studio lay me and another person in my department off, our company emails and key cards were deactivated minutes before we were even called into our leads' office, the leads gave us this speech about how much they hated to have to do this but all departments were having to cut down on staff to save money, and that they would help us find another studio for work with recommendations and stuff.

We were both escorted directly out of the building afterward, without getting to return to our desks, which felt incredibly at odds with the tone of the meeting. The other guy had to text another person in our department to bring him his car keys, before we managed to get someone from HR to just let us back in the building to collect our things.

When I got home I filed for unemployment, and the process took months because I told the unemployment office exactly what happened, and that there had been layoffs at the studio, but apparently the lead for our department was claiming that we were actually fired and that we were lying. Unemployment called me and asked what all I'd been told when I was let go, and I recounted it as best I could, and then the lead told them that I was a terrible worker with poor output, and that I was sleeping on the job. All of which was untrue, I'd just wrapped an entire project that I'd been asked to take over because I was the most knowledgeable on developing for the PSVita, and had just had an excellent performance and peer review. Eventually my unemployment benefits did get approved, but obviously the lead from that studio didn't do anything to help me land another job.

I'm not saying this kind of stuff is exclusive to the gaming industry but man even apart from my own first hand experience, I've had friends have equally bizarre and shady send offs.
 

Yuntu

Prophet of Regret Corrupted by Vengeance
Member
Nov 7, 2019
10,922
Germany
I'm sorry but 46 hours a week is nowhere close to "crunch hours"

you're effectively putting 1 extra hour a day, which can just be working through lunch

those are more than manageable/reasonable work hours. Real crunch is putting 50-55+ hours a week over several months

Anything above 40 hours is not reasonable.
 

Shy

Banned
Oct 25, 2017
18,520
I've had that happen to me at another studio. I also had a (now closed) studio lay me and another person in my department off, our company emails and key cards were deactivated minutes before we were even called into our leads' office, the leads gave us this speech about how much they hated to have to do this but all departments were having to cut down on staff to save money, and that they would help us find another studio for work with recommendations and stuff.

We were both escorted directly out of the building afterward, without getting to return to our desks, which felt incredibly at odds with the tone of the meeting. The other guy had to text another person in our department to bring him his car keys, before we managed to get someone from HR to just let us back in the building to collect our things.

When I got home I filed for unemployment, and the process took months because I told the unemployment office exactly what happened, and that there had been layoffs at the studio, but apparently the lead for our department was claiming that we were actually fired and that we were lying. Unemployment called me and asked what all I'd been told when I was let go, and I recounted it as best I could, and then the lead told them that I was a terrible worker with poor output, and that I was sleeping on the job. All of which was untrue, I'd just wrapped an entire project that I'd been asked to take over because I was the most knowledgeable on developing for the PSVita, and had just had an excellent performance and peer review. Eventually my unemployment benefits did get approved, but obviously the lead from that studio didn't do anything to help me land another job.

I'm not saying this kind of stuff is exclusive to the gaming industry but man even apart from my own first hand experience, I've had friends have equally bizarre and shady send offs.
That is absolutely fucking awful. I'm sorry you had to endure that.
 

Deleted member 61326

User requested account closure
Banned
Nov 12, 2019
614
Thread summary:

1) Naughty Dog crunch has gotten them a bad rep in the LA area

2) they're having trouble retaining talent as a result

3) this means less experienced people (like animators) end up getting contracted to do the work

4) this means the games take longer to come out vs. games done by senior people, which further adds to crunch

5) Sony bankrolling and putting up with delays is a big reason why the games ultimately turn out well under these circumstances

Did I get that right?

Exactly my take as well. The comment about the game being linear and focus tested is irrelevant imo, it's just a high-level description of overall game and development process.
 

Papacheeks

Banned
Oct 27, 2017
5,620
Watertown, NY
Sounds like internal management issues to me. Does anyone know how bad crunch was for Santa Monica studios on God of war? I know Rockstar is another horror story when it comes to crunch/pressure.

The bit in Jason's article with work being scrapped after a year of development at a moments notice is troubling. Sounds like people who are in higher positions can't make up their mind in what they want. And that comes down to vision/story. And the people who have to do all of this work, artists, animators, coders, gameplay designers all get screwed over because they now have to work harder or worse start over.

Have a complete story/good proof of concept gameplay wise then execute. Marvel rarely makes last minute changes mid production and I bet there's crunch for a lot of production hands on sets/costumes/props VFX ect.