Bugs are easier to fix later down the line (well most of the time anyway).
i was being sarcastic.Bugs are easier to fix later down the line (well most of the time anyway).
Or releasing the game when it's done.
I'm sorry but 46 hours a week is nowhere close to "crunch hours"46h a week is already crunch if it's consistent, though. Especially if that's the average.
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.
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.
If this thread had been about Blizzard / Bethesda or EA we wouldn't see this insane amount of corporate shills.
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
Have you read what the guy wrote? It's as far away from "feeling like home" as possible.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.
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.
I am glad so many people are quoting this because it is 100% accurateIf this thread had been about Blizzard / Bethesda or EA we wouldn't see this insane amount of corporate shills.
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
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.
If this thread had been about Blizzard / Bethesda or EA we wouldn't see this insane amount of corporate shills.
Or they could hire more talent and project managersBoycott 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.
How many hours is the standar on US ?Anything more than 37.5 hours (standard) is crunch. Believing otherwise is the mindset that lets corporations fuck everyone over.
Not even close, unfortunately. There are far worse places in this industry, but sadly people don't talk about them.
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.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.
How many hours is the standar on US ?
8 hs at day for five days it's normal here where i live in almost every job
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.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.
AgreedYeah, 8x5=40.
5x30 mins break = 37.5 hours working. Anything more than that is ridiculous.
Many studios this gen have made projects that are bigger than the size of TLOU2.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.
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.
That final paycheck tweet is some real shady shit on ND's part, this was sad to read.
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.
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
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.
That final paycheck tweet is some real shady shit on ND's part, this was sad to read.
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
That is absolutely fucking awful. I'm sorry you had to endure that.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.
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?
What person would leave a company on good terms with these working conditions? 🤔On the other, this is the perspective of someone who has left the company on bad terms.