This is the first time in my 13 year career, across multiple studios that I didn’t need to crunch to finish a game. Feels good, really good. Especially hitting the same quality bar as TLOU2. More work to keep doing but proud of the big changes so far to make the studio healthier. https://t.co/gbzyHKpVbh
— Anthony Vaccaro (@vaccaro3d) July 11, 2022
“In 13 years of career through different studios, this is the first time that I did not need a cruncher to complete the development of a gamehe explains. It feels good, especially since the level of quality is similar to that of The Last of Us Part II. There’s still a lot of work to do, but I’m proud of these major changes that have made the studio healthier.“In 2019, Naughty Dog was singled out by Jason Schreier for working conditions that were far from exemplary during the development of Uncharted 4: A Thief’s End.
“We couldn’t do otherwisehad entrusted to the journalist one of the developers concerning the days which went from 10 am until 10 pm, and this six days a week. There were times when we stayed until one o’clock in the morning. At the end of Uncharted 4, we started doing full weeks [du lundi au dimanche, ndlr] and 24-hour days. During this big crunch period, I had no social life.“We don’t have to take Anthony Vaccaro’s word for it, but obviously the studio seems to have learned some lessons. This is what Neil Druckmann, his co-president alongside Evan Wells, had promised.