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Uncharted Director Criticizes Triple-A Development, Says It Can "Destroy People"

Amy Hennig says she worked 10.5 years of 80-hour weeks.

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Industry veteran Amy Hennig has spoken up to criticize the nature of triple-A development, specifically calling out the periods of "crunch" that can exist on a project. Crunch is the industry term for when a team works extended hours at the end of a project to finish it.

As part of the newest Idle Thumbs' Designer Notes podcast, Hennig recalled her time working on Uncharted 3: Drake's Deception and how stressful it was to get the game out the door.

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"The whole time I was at Naughty Dog--ten-and-a-half years--I probably, on average, I don't know if I ever worked less than 80 hours a week," she said, as reported by GI.biz. "There were exceptions where it was like, 'Okay, let's take a couple of days off,' but I pretty much worked seven days a week, at least 12 hours a day."

It wasn't just Naughty Dog developers at Hennig's level pulling long hours, Hennig explained, stating that "a lot" of employees regularly worked weekends.

"I mean, Naughty Dog is pretty notorious for the amount of crunch, but obviously in a leadership role you try and do even more," she said.

In May, Uncharted 4: A Thief's End director Neil Druckmann told Rolling Stone that the game's themes were inspired in part by crunch.

"We've all joined this industry with the hope of affecting people, touching them in some way," he said at the time. "Which is why we work so hard, sometimes to destructive outcomes. So in this game, I really wanted to explore that. To kind of use the pulp action-adventure story as a backdrop, but it's all kind of a metaphor for our life's pursuit."

Looking back on her time at Naughty Dog, Hennig said she wouldn't do anything differently knowing what she knows now. However, that experience seems to have changed her outlook on triple-A development. Asked if working on triple-A games was worth it, from the perspective of the toll it can take on a person's life, she said, "I don't think so."

She added that some people working in the triple-A space "never go home and see their families."

"They have children who are growing up without seeing them," she said. "I didn't have my own kids. I chose my career in lots of ways, and I could be single-minded like that. When I was making sacrifices, did it affect my family? Yes, but it was primarily affecting me and I could make that choice. But when I look at other people... I mean, my health really declined, and I had to take care of myself, because it was, like, bad. And there were people who, y'know, collapsed, or had to go and check themselves in somewhere when one of these games were done. Or they got divorced. That's not okay, any of that. None of this is worth that."

She added: "We have to get our act figured out as an industry, and the problem is that the ante keeps getting upped... It's an arms race that is unwinnable and is destroying people."

Hennig isn't giving up triple-A gaming, of course, as she is the creative director on Dead Space developer Visceral Games' unannounced Star Wars game. She said she's now focused on figuring out how triple-A games can be made in a way that is "sane and responsible and ethical."

"Because we're not doing it right now," she said.

Unlike the film business, the video game industry is largely un-unionized. What impact a developers' union could have on crunch or some of the other issues Hennig brought up remains to be seen.

The subject of crunch made waves earlier this year. Developer Alex St. John--a longtime member of the industry, one of the creators of Microsoft's DirectX, and the founder of game network WildTangent--dismissed concerns over crunch, deeming those concerned with fair wages and working conditions as having a "wage-slave attitude."

Hennig directed the original Uncharted: Drake's Fortune and was the creative director for Uncharted 2: Among Thieves and Uncharted 3: Drake's Deception. She was the director on Uncharted 4, but was eventually replaced by the Druckmann and Bruce Straley. Before joining Naughty Dog, Hennig worked at Crystal Dynamics, producing 1999's Legacy of Kain: Soul Reaver.

She joined EA in 2014 to become the creative director on Visceral's Star Wars game. Last month, Hennig revealed that the game, like the films, will make the protagonists feel like underdogs, overcoming odds seemingly stacked against them.

"They have to work together and they have to be cleverer than their enemies," she said. "Therefore, how do you turn that into gameplay. How do you take that idea and then deconstruct it as mechanics, sequences, that then play to that core principle. That's the challenge of making these kinds of things."

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Thanatos2k

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@CallMeDuraSouka: In an industry which deals in literal life and death, overwork is a sad reality. But video games are not life and death - there's no reason people should be working on them that much.

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bekyuubi

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It really sounds like publishers' demands over developers actually.

"You guys need to finish XX amount by this timeline, get it done or else---"

It's not like the market is going to get well any time soon though. No matter how you look at things, it's kind of like you need more budget to throw in an AAA game to make it "healthy" for the employees. It's either hire more people, or let them develop in 4 years and not 3 years, etc. That's not going to happen with the publishers, and I kind of doubt anyone would be able to come up with a solution to them.

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DarthRevenX

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in an age where most games are utter trash and recycled ideas, same sh*t year after year it's not surprising to hear game development is soul crushing......

I sometimes question why I'm a gamer when i;m not digging a lot of what's being released.....

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cboye18

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Then make AA games instead; not as small-scaled as indie games, but not as taxing as AAA games either. Problem solved.

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Thanatos2k

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@cboye18: That's pretty ignorant. Behind almost every successful indie game made by one or two people is a story of how they ruined their life for years spending almost their every waking moment making their game.

Smaller scale means nothing if the team size is similarly reduced. It may end up being more work for everyone involved.

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cboye18

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Edited By cboye18

@Thanatos2k: All I'm saying is that the development resources needs to be rebalanced. Obviously, indie game development has its own kind of frustrations with very small teams having to squeeze the juice out of a stone in order to accomplish making a competent video game. On the other side you have the bloated AAA game development that is a huge resourcehog with way too many risks involved to be a healthy industry.

It's a lose-lose scenario for developers within these game development format so I'd suggest them to find a middleground so that it's easier to mitigate these problems.

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deactivated-64efdf49333c4

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@cboye18: Incorrect. Both AAA's and indies have described the workload as crushing, so it doesn't make a difference. The saving grace in indies, however, is that there is more freedom to do as they wish.

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mjgrierson

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@cboye18: I don't think there was meant to be a resolution to this article dude. It was just an insight to the hours that the teams put in. I'm sure Hennig is aware that she has chosen to do said hours and work on said projects hence why she was cool about it and says that she would do it all over again given the chance.

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