In an email sent to Bloomberg, studio head Adam Badowski claims that the entire team adheres to a six-day work week until the game’s release on Nov. 19, 2020.
“Starting today, the entire (development) studio is in overdrive.”
This meant that all of CDPR’s employees have a mandatory duty to spend a day more than usual.
The decision comes in spite of earlier promise not to pressure the creative team over the timely completion of the project.
Not denying on the accusation, Badowski responds to the claim by willingly receiving the full extent of the backlash that comes with the choice.
“I take it upon myself to receive the full backlash for the decision.”
“I know this is in direct opposition to what we’ve said about crunch. It’s also in direct opposition to what I personally grew to believe a while back—that crunch should never be the answer. But we’ve extended all other possible means of navigating the situation.”
However, one anonymous employee states that some of the staff have been working nights and on weekends for more than a year.
Crunching has always been an issue of concern in the video game development industry. Often a necessary component of any game development under time pressure, issues such as unpaid overtime and increased stress among workers, however, becomes more common during such event. Leading to repercussions born from the impact to employee’s morale and its subsequent infamy in the industry.
Based on conversations with the company’s top executives from 2019, it appears that CDPR is well-aware of the adverse effects that come with crunching. So much so, in fact, that people like Marcin Iwinski and John Mamais have been vocal against working for the team under pressure.
The sentiments themselves were never an assurance that the production crew in CDPR will never go through the crunch. But it is quite evident that the company is striving its best to mitigate such conditions and, therefore, offset its repercussions.
In a press conference held earlier this year, CEO Adam Kicinski admitted the need for the team to crunch, albeit at a certain extent.
“We try to limit crunch as much as possible, but it is the final stage. We try to be reasonable in this regard, but yes. Unfortunately.”
Image used courtesy of IGN/YouTube Screenshot
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