See, this is the thing. Ubisoft has over the years borne the brunt of accusations that they’ve completely retreated into safe, nonthreatening, bland, ‘four-quadrants’ blockbuster design, and of course ‘The Ubisoft Game’ is a running joke. Their microtransactions are as bad or worse than many other companies. Read more
I interned at Naughty Dog for a summer years ago during college, and yep, I crunched 12 hour days Monday-Saturday, with an 8 hour day on Sunday. While I loved working at one of my favorite studios and on an awesome game, it was this experience along with the ND salaried staff that told me to take a different direction… Read more
There’s a video on youtube where their culture is explored. It mentions the lack of producers and other things. It seemed disturbing too me.
I’ve been through crunches like this (you can work over 100 hours a week, it turns out!). And seriously, we do crunch because we love the game and we want to make it better.
But sometimes we crunch way more because of bad decisions, and what’s weird is that the worst crunches are always at the companies with the… Read more
I feel like the argument against producers is always “but bureaucracy!” And that’s fair up to a point. You get too many producers and layer on too many processes and it can slow things down—there’s really no perfect solution. It’s kind of a spectrum where you have Naughty Dog on one end, and something like working in… Read more
Holy shit, the no producers part explains so much of what came before (terrible communication, and no one thereto say no to unreasonable requests). It’s a friggin full-time job, you can’t just put that work on people who already have other stuff to do. Sure everyone should show initiative and self-management, but… Read more