Brutal and very sad stuff. Unions Required.
https://www.gamesindustry.biz/artic...-jU52lHytf1S6TDZdVTd8NNK5QXeKXwoHTa_LBfaFcu7Y"I was burned out, plain and simple. Even if the longest period of extended hours was only a few months for me, it ruins your life. You want to get these games out in as good a state as possible and you want to work with your friends but eventually almost everyone burns out. Dozens of people would be signed off with depression. I know lots of people whose relationships suffered. People went days without seeing their children."
"It's a sweatshop, make no mistake, and you are just a number. Expendable, replaceable. And certainly not a dignified human being worthy of respect."
"I lost all passion for video games, and I don't even play them in my spare time anymore. I can't even get excited about games that I used to love. I decided that the long hours, low pay, bullying, and the general toxicity of the environment that I experienced in was not worth the hassle of staying in the industry."
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Another from a different Rockstar studio talked about working crunch shifts from 10:30 a.m. to 2 or 3 a.m., saying, "It was incredibly insulting for Dan to claim nobody else has to do those types of hours when most of us did, and for a lot longer than three weeks."
An ex-employee at Rockstar Toronto said the studio had teams working minimum 60-hour work weeks, something that employee wasn't informed about until their first day on the job. One former developer at Rockstar New England recalled meetings where management said employees were expected to work a certain amount of overtime hours each week, including Saturdays. One ex-Rockstar developer from the Lincoln QA studio described working for two or three months of 12 hour days, six days a week. There were also lighter crunch periods where they would work "only" 10 hours days with occasional weekend shifts.
[...]
In fact, two different developers from two other Rockstar studios told the same story of a Rockstar New England developer who tried to avoid overtime during Grand Theft Auto V's crunch and was fired over it. Though it may be apocryphal, having such a tale transmitted through the studio system speaks to factors that reinforce the company culture.
"There was always this idea that if you didn't put in the hours, you'd be fired or laid off after release, your year-end raise or bonus would be affected, and even your career progression would take a hit," a former Rockstar NYC employee said. "The way crunch was pushed made it sound like putting in the hours showed how dedicated you were to the company. You wanted to be seen by Sam or Dan [Houser] working at your desk until late at night, and they wanted to see people in their seats working until late at night. They would walk the floors just to see who was at their desks."