The CD Projekt Red studio, also in charge of the saga of The Witcher, force your employees to work six days a week to reach the November release date of your next game, Cyberpunk 2077. This is revealed in a news article published by journalist Jason Schreier in Bloomberg which confirms how Polish developers will face a common practice in the industry in the previous months before releasing a product and which is usually known as crunch.
‘The Last of Us II’, the meticulous design of its scenarios and the complaints of labor exploitation
Labor exploitation has ended up being confirmed despite the fact that the co-executive director of CD Projekt Red, Marcin Iwinski, promised that the team would not have to face practice which, on the other hand, had already been common in the study during the development of The Witcher. But the company has not kept its word.
According to information released by Schreier, the studio sent an email earlier this week to members of its team who had already been working nights and weekends for more than a year to tell them that it was time to polish the game for its premiere. “I know this is the direct opposite of what we have said about the crunch. It is also directly opposite to what I have personally started to believe lately; that he crunch should never be the answer. But we have lengthened all the other possible means of navigating the situation “, you can read in the email from Adam Badowski, head of the study, in which he asked them to work” your typical amount of work and one day of the weekend.
But the problem is not unique to Cyberpunk 2077but from the industry. The Last Of Us Part II It was also pointed out by a report from Kotaku, a page specialized in video games, published in March a report where 13 members of Nauthy Dog It brought to light some of the abusive practices carried out during the six years it took to develop the title. “If it was necessary to put an animation and you were not there to help, what happened is that you were blocking their work and you could end up taking the fight yourself,” said one of those affected.
“A lot of big studios want to always make the game longer, more realistic, with an impressive story and lots of different mechanics, but they have a limited budget and a deadline. This often leads to requiring their employees to work harder than they can. corresponds to their day, at an exhausting pace and most of the time without paying them overtime “, Elena Fernández explained to elDiario.es, a professor specialized in art on the master’s degree in Design and Development at the Complutense University of Madrid (UCM).
And although sometimes delaying the departure date of a game allows avoiding the crunch, as happened with Animal Crossing: New HorizonsOthers only serve to further extend the exploitation. Another of the most famous examples of crunch came across Red Dead Redemption II and the 100 hours per work week that, according to Dan Houser, producer of the title, they repeated several times. After the harsh criticism it seems that Rockstar has reconsidered and has implemented measures to stop workplace harassment in future projects.