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The most compelling story in gaming these days isn't taking place on any console; instead, it's the back-and-forth between anonymous employees (and ex-employees) of Australian developer Team Bondi and their bosses (or erstwhile bosses, anyway.) The Team Bondi employees allege workplace conditions leading up to the release of LA Noire were akin to a 21st century sweatshop. Management, on the other hand, contends that the disgruntled workers are at least overstating their case. Today, Dave Heironymus, lead gameplay programmer at Team Bondi, in an open letter to industry watchdogs, told management's side of the LA Noire development story.
"I never (and in my experience, neither did any of the other managers) expected anything from my team that I didn't expect of myself," Heironymus writes. "Brendan [McNamara, Team Bondi founder] himself worked very long hours and few of us here in the studio are aware of how grueling the DA and motion capture shoot in LA was."
Heironymus' letter gives some interesting insight into the development of LA Noire, and sheds some light on what it's like to work on a game that continually misses deadlines.
"During the early years of L.A. Noire, we generally worked 9 to 6. Occasionally we'd do some late nights towards the end of a milestone, but by and large it was pretty smooth sailing. Unfortunately as time went on we failed to make as much progress as we'd have liked and there was growing pressure to work longer hours. It was not any one person's fault that we weren't making progress, responsibility for that has to rest with the entire team. There were times when it seemed too hard to keep on going. Work kept piling up, potential release dates slipped by, and frustration grew. At these times we lost people, who legitimately decided that they weren't willing to keep on pushing
That having been said, Heironymus takes a conciliatory tone in the letter as well, acknowledging:
"No-one at Team Bondi is under the illusion that crunching is a good way to work and we're actively working to learn from our mistakes for our next project. The people at Team Bondi are great to work with and I'm confident that we can make Team Bondi a leading game studio on the international stage."
I've reached out to Heironymus to get a little more detail on the situation, and I'll let you know when/if I hear from him.
As more "sides" are being heard from in this story, we're getting an interesting window into what it's like to make AAA games, both from the point of view of the heads of the companies and the foot-soldiers who churn out the code, but there's little in the Team Bondi story that's surprising; the history of labor discord in the game industry, goes back a long way, with notable instances including 2004's "EA Spouses" matter, where Electronic Arts' employees eventually filed three class action lawsuits against the company which awarded the plaintiffs USD $14.9 million for unpaid overtime.
More recently, the wives of LA Noire publisher Rockstar Games' employees threatened legal action against the company, claiming working conditions during the development of Red Dead Redemption were so hard, many employees were driven to depression, and one was diagnosed with "suicidal tendencies."
If long hours at crunch time are the industry standard for game making, is this "fair?" Should employees be expected to work long, hard hours for months at a time, provided they're paid fairly and given the opportunity to work on exciting video games? Or does the industry need a guild or union to keep employers fair? How different are video game working conditions and "typical" white collar jobs?
We'll be certainly hearing a lot more about these practices in the future.
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Comments
Displaying 1–11 of 11
drew@game4anything
Surely the simple answer to this is less restrictive deadlines? If companies put less pressure on a dev to make ridiculous time-scales then things like this wouldn't happen. We would also not be subjected to shoddy games that are clearly unfinished.
Dirtyj78
as a person that has been used and abused by corporate america this story hit home with me and I have recently sold this game because of it. NO ONE should have to work in conditions like that and be forced to deal with the stress and pressure of not being able to meet reasonable expectations. I love you Rockstar but Team Bondi gets a big big thumbs down with me- I will not buy another game from this developer.
Motino
I think more developers need to take a page from Insomniac.
Voted best company (overall) to work for multiple years in a row.
It is VERY possible for developers to come out with great games without having to sacrifice their employees. They just need to learn to put employees first.
cs22
I just wish people would stop claiming these workers are "forced" to work overtime and crunch hours. There are many jobs that require similar programming/art/etc. skills, but don't have these hours. As a programmer, I know mundane programming sucks, and I would much rather work 100 hours a week for a few months on games than a 9 to 6 job programming for Standard Mundane Program Update 4.5 or something. Hell, I even spend my free time doing what these guys are complaining about - programming games!
If it really sucks that bad, so as to be "akin to a 21st century sweatshop", find a different job. Seriously. The reason we used to have sweatshops, and developing nations still do, is because even those horrible conditions were (and are) better than the alternatives. Now, we have "better" alternatives, and you chose this one. If you no longer find it acceptable, pick another one.
crocodilius
Heironymus? sounds like a guard from Oblivion. zing.
jaygoa ShowHide
Let them work extra hours. We don't want another duke nukem situation.
Nebulous
No, Yes, Programmers of the world Unite( where necessary), and yes because programming is a blue and white collar job.
cardinalsfan1122
There should definately be a union if the game developers want to form one its their right. And if they get paid for their overtime their should be no problem. I definately need more information especially if their was any dialogue between employee and management about the hard conditions.
Badkarma13
I think anyone in the game industry expects to put in long hours during crunch-time. But if what the employees are saying is that they worked those long hours for months and months on end then there was a problem. Most of those jobs are not hourly and since their salary stayed the same, working 100 hour weeks is not a positive working situation for a really long duration. Will be interested in seeing what actually was taking place there.
channelcy
I hope these the developers get some sort of acknowledgement of what hard work they did. Their dedication lead to one of the best games of this year and totally paid off,
I'm kind of stuck in a weird moral trap now; I love great games and appreciate great developers, but I don't want them to nearly kill themselves to make something for entertainment purposes. I guess this happens in any form of AAA media, but it's still disheartening
It really does show that great games ( like any great art) is 99.99% ridiculously hard work, but we as gamers should remember that comes with consequences
macross2012 ShowHide(6 Replies)
waaa waaaa waaaa.. If you dont like your job LEAVE! No one is forcing you to stay employeed and get paid
Displaying 1–11 of 11
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