The Callisto Protocol‘s director, Glen Schofield, acknowledged that Striking Distance Studios is starting to work six to seven days a week in order complete the game, with some days seeing employees put in 12- to 15 hours.
Schofield abruptly revealed in a Tweet that has been removed that Striking Distance’s staff is focusing on The Callisto Protocol six to seven days a week for up to 100 hours. Schofield also discussed the industry’s current crunch. Schofield justified it by saying that nobody is pressuring them to put in such a lot of work and that the squad performs it because they like it.
I only discuss the game while attending an event, according to the now-deleted Post. Nobody is pushing us to work more than six days a week.
We’re working through our fatigue and Covid. Bug fixes and performance improvements. One last audio pass 12–15 hour days. That’s gaming, then. Lunch and dinner were spent working. You do it because you have enjoyed it ever since Schofield has not posted.
Fortunately, Schofield’s Tweet had a negative response, with several engineers and reporters writing in to explain that this isn’t anything to gloat about or defend. This, from a studio boss, is crunch culture described, tweeted Bloomberg writer Jason Schreier.
Imagine, though, if you don’t, the diminished bonuses and lack of promotion chances. Your motivation for doing it is love. Weaponized ardor People become bored playing games because of this.
One of the most pervasive problems in the gaming industry is the crunch. Many studios, both high-profile and independent, report working more hours than they were expected to because they were under pressure to keep their employees and meet company expectations.
In recent years, the majority of major studios have made an effort to say that they avoid crunch and take the matter seriously; yet, in this instance, the mention of crunch is not only being justified as a positive thing but also coming directly from the studio’s founder.