L.A. Noire lead programmer defends Team Bondi, admits development hardship
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Team Bondi has caught a lot of flack from ex-staffers recently about unfair work hours in the final weeks of L.A. Noire development. Lead gameplay programmer Dave Heironymus recently defended the company to the IGDA in a letter republished by Gamasutra, explaining that he "didn't want to see [Team Bondi] destroyed by anonymous ex-employees."
Taking a similar stance as studio boss Brendan McNamara, Heironymus says that while employees worked long hours, they weren't being asked to do anything that their superiors weren't also doing. Heironymus also downplayed the 100-hour weeks that some staffers have claimed, saying that he would have discouraged any members of his team attempting to work that much.
However, Heironymus isn't claiming innocence for Team Bondi's management. He writes, "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."
Taking a similar stance as studio boss Brendan McNamara, Heironymus says that while employees worked long hours, they weren't being asked to do anything that their superiors weren't also doing. Heironymus also downplayed the 100-hour weeks that some staffers have claimed, saying that he would have discouraged any members of his team attempting to work that much.
However, Heironymus isn't claiming innocence for Team Bondi's management. He writes, "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."
Reader Comments (60)
Posted: Jul 15th 2011 11:47AM copa said
@eat it
All of us do some times. Nobody cares.
The reason the Team Bondi story is interesting is because it goes to the heart of how you do sustainable game development.
Studios like Valve, Harmonix, and Naughty Dog are known for having very developer-friendly work environments. They keep very experienced staff over multiple titles. They have crunch periods, but not endless crunch periods. The staff remain because it is a good place to work, and you get consistent quality between titles because they aren't starting with a new development team each time.
These good studios don't go 7 years between game releases (although it may seem that way sometimes with Valve!), and they don't burn out or can most of their staff after the title is done. The top talent tends to remain in the game industry, even if they move on to other studios, because they had a good working experience.
And when you play a game like Portal 2 or Uncharted 2, you can just tell when everyone had a lot of fun making it.
RDR and LA Noire are essentially "one-and-done" titles. We may see sequels made, but they will be made essentially with brand new development teams, and it will be a very, very long time before we see them. And there are a lot of talented people who worked on those games who will be leaving the game industry forever, instead of creating another great title for us to enjoy.
Posted: Jul 15th 2011 12:18PM eat it said
@copa
"RDR and LA Noire are essentially "one-and-done" titles. We may see sequels made, but they will be made essentially with brand new development teams, and it will be a very, very long time before we see them. And there are a lot of talented people who worked on those games who will be leaving the game industry forever, instead of creating another great title for us to enjoy."
The long development time and hard work shows and that's what separates them from the rest of the industry. They are making games that are making people on the outside look in and say, "Hey that GAME actually looks pretty good."
Maybe from now on they should only hire people prepared to sacrifice a lot of their time. Hard work is part of being a pioneer.
Reply
"RDR and LA Noire are essentially "one-and-done" titles. We may see sequels made, but they will be made essentially with brand new development teams, and it will be a very, very long time before we see them. And there are a lot of talented people who worked on those games who will be leaving the game industry forever, instead of creating another great title for us to enjoy."
The long development time and hard work shows and that's what separates them from the rest of the industry. They are making games that are making people on the outside look in and say, "Hey that GAME actually looks pretty good."
Maybe from now on they should only hire people prepared to sacrifice a lot of their time. Hard work is part of being a pioneer.
Posted: Jul 15th 2011 12:33PM TheDarkWayne said
@eat it But the point is they shouldn't have to sacrifice a lot of their time. In cases like this they aren't taking so long and sacrificing their time because their innovative pioneers blazing through new landscapes, it's because they suffer from extreme mismanagement and human resources bullcrap. Games like Half Life and Portal are considered masterpieces and groundbreaking, and you never hear stories about their employees working 70 hour weeks for years in a row.
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Posted: Jul 15th 2011 1:22PM Klearwater Killer said
@eat it
Yeah i feel no pity for these poor babies.
Reply
Yeah i feel no pity for these poor babies.
Posted: Jul 15th 2011 1:35PM Desraedos said
@Klearwater Killer The thing is, they had such massive turnover compared to companies in similar situations that clearly it IS abnormal. Generally speaking regardless of how 'innovative' or 'legendary' a game is, it's done with less people quitting games forever. A few whiners would be one thing, but this is massive.
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Posted: Jul 15th 2011 2:38PM The Aquacharger said
@eat it
Did you get paid overtime? Because Team Bondi didn't.
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Did you get paid overtime? Because Team Bondi didn't.
Posted: Jul 15th 2011 4:31PM The Aquacharger said
@eat it
Because in Aus if you want to be a game developer there's very few studios. These people wanted to make games, so they had very vew choices. Perhaps Team Bondi was one of the few studios to offer OVertime, or any sort of benefits. When you don't have much competition in your area you can do as you please.
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Because in Aus if you want to be a game developer there's very few studios. These people wanted to make games, so they had very vew choices. Perhaps Team Bondi was one of the few studios to offer OVertime, or any sort of benefits. When you don't have much competition in your area you can do as you please.
Posted: Jul 15th 2011 4:34PM The Aquacharger said
@eat it
Besides many game studios, even in America, don't offer overtime. That's why most of them gripe about crunch. There's minimal plus about it. The Studio where my friend works they don't allow over time, but during crunch period ifhow many full days worth of extra hours you make is free days off (paid).
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Besides many game studios, even in America, don't offer overtime. That's why most of them gripe about crunch. There's minimal plus about it. The Studio where my friend works they don't allow over time, but during crunch period ifhow many full days worth of extra hours you make is free days off (paid).
Posted: Jul 15th 2011 8:41PM Labreya said
@SirUrza
I'm on contract so I never even have the opportunity of overtime.
I'm also not guaranteed my breaks. I often work 14 hours straight. Thats just how it goes.
I get where Bondi staff are coming from, but to me it reeks of "Job was crappy, but we didn't read our contracts when we signed them and got screwed.".
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I'm on contract so I never even have the opportunity of overtime.
I'm also not guaranteed my breaks. I often work 14 hours straight. Thats just how it goes.
I get where Bondi staff are coming from, but to me it reeks of "Job was crappy, but we didn't read our contracts when we signed them and got screwed.".
Posted: Jul 15th 2011 11:32AM Protege420 said
@Protege420
note: pro tip refresh page for most recent replies
Reply
note: pro tip refresh page for most recent replies
Posted: Jul 15th 2011 11:26AM baddates77 said
@Tyran You beat me to it. I believe his name is Greg Grundberg.
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Posted: Jul 15th 2011 12:49PM DigitalEmporer said
@Andrew12h
YOu mean you lot never knew who is in this game? :lol:
Did you all know that John Noble is in it too? 'Walter' from Fringe?
Amongst others that is.
Tonnes of stars in this!
Reply
YOu mean you lot never knew who is in this game? :lol:
Did you all know that John Noble is in it too? 'Walter' from Fringe?
Amongst others that is.
Tonnes of stars in this!
Posted: Jul 15th 2011 11:34AM copa said
Heironymous doesn't dispute that Brendan is an abusive, ego-driven boss that made developer's lives a living Hell. Or that employees who worked for years on the title were removed from the credits. Or that the project was in a state of perpetual, unsustainable crunch for years and years because of gross mismanagement and incompetence. Or that the company resorted to a lazy "churn-and-burn" HR strategy of hiring kids fresh out of college, paying them very little, working them to death, and grabbing the next set of dumb kids when they couldn't take it anymore.
He just says that he spent a bunch of hours at the office, too, and he doesn't want to lose his job because his company looks bad on the Internet. I'm not sure he learned the important lessons here.
Reply
He just says that he spent a bunch of hours at the office, too, and he doesn't want to lose his job because his company looks bad on the Internet. I'm not sure he learned the important lessons here.
Posted: Jul 15th 2011 11:41AM kentuckyfried said
@copa
If there was any doubt that working for a game company is a bad career idea, this account has all but erased it.
Reply
If there was any doubt that working for a game company is a bad career idea, this account has all but erased it.
Posted: Jul 15th 2011 11:40AM (Unverified) said
"Heironymus says that while employees worked long hours, they weren't being asked to do anything that their superiors weren't also doing. "
That doesn't make it right. There are the department heads that are workaholics with no life other than work. They expect everyone to follow their lead. It's a terrible example of leadership and employees should not have to work like that. Ultimately it leads to resentment, bad work, and talented people leaving the company.
BTW bad management is the top reason innovation and great ideas get crushed.
Reply
That doesn't make it right. There are the department heads that are workaholics with no life other than work. They expect everyone to follow their lead. It's a terrible example of leadership and employees should not have to work like that. Ultimately it leads to resentment, bad work, and talented people leaving the company.
BTW bad management is the top reason innovation and great ideas get crushed.
Posted: Jul 15th 2011 11:42AM stressflyer said
Lead gameplay programmer Dave Heironymus probally got a fat check for keeping his code monkeys in line , sorry the excuse that they didn't ask them to do anything their supperiors weren't doing is the worse excuse I have ever heard.
It sounds like Team Bondi has terrible internal management.
Reply
It sounds like Team Bondi has terrible internal management.
Posted: Jul 15th 2011 12:03PM snapekillsdumbledore said
Working 100 hours a week on a salary is not amazing pay, they were probably making $10/h at most, many were probably making less than $5/h. And werent you supposed to be banned?
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Posted: Jul 15th 2011 2:42PM The Aquacharger said
@snapekillsdumbledore
When you work for salary you don't get paid by the hour.
Reply
When you work for salary you don't get paid by the hour.
Posted: Jul 15th 2011 11:56AM Trilancer said
Heironymus says "that while employees worked long hours, they weren't being asked to do anything that their superiors weren't also doing"
Heironymus says "that while employees are paid less, they weren't being asked to be paid anything that their superiors were also paid"
Heironymus says that while employees were left out of the credits, they weren't being asked to be in the credits like their superiors"
Reply
Heironymus says "that while employees are paid less, they weren't being asked to be paid anything that their superiors were also paid"
Heironymus says that while employees were left out of the credits, they weren't being asked to be in the credits like their superiors"
Posted: Jul 15th 2011 12:02PM Scaught said
This to me is part of a larger corporate problem which exists across the board in all facets or the modern workplace. Poor management, mistreatment of employees, unfair practices. It is all too common. I see it in my line of work, but since I am in the medical devices field, you don't hear much blog chatter about it.
All I know is, I am a salaried employee. So 40 hours or 100 hours, my paycheck stays the same. So yeah, I try to never work over 40 hours if I can help it.
Reply
All I know is, I am a salaried employee. So 40 hours or 100 hours, my paycheck stays the same. So yeah, I try to never work over 40 hours if I can help it.
Posted: Jul 15th 2011 12:23PM captplut9465 said
This guy's last name sounds like a hacker group.
Reply
Posted: Jul 15th 2011 12:41PM oOWallaceOo said
@captplut9465
It will be. The next generation of anonymous who believe that they are the rightful heirs to the internets and feel that no-one should be able to hinder their meme generatating, flame bait posting destiny.
Reply
It will be. The next generation of anonymous who believe that they are the rightful heirs to the internets and feel that no-one should be able to hinder their meme generatating, flame bait posting destiny.
Posted: Jul 15th 2011 12:24PM (Unverified) said
As an architecture major, all I can say is: shut up. you know how many hours I work near a deadline? over 100 hours a week, I can promise that. You are doing a job where you sit around code on a computer. You generally work easy hours, but when a deadline comes up, you need to just put your head down and complete the task ahead. You may not like it, but its the job you signed up for. Clearly they are "ex"employees for a reason.
This is so not a big deal, if we were talking factory workers working in a dangerous environment for 100 hours a week or any other job that requires you to be alert so that you don't hurt yourself or others, then yeah, 100 hours is too much. But the fact is, they are sitting on a computer typing and what not. Hardly strenuous.
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This is so not a big deal, if we were talking factory workers working in a dangerous environment for 100 hours a week or any other job that requires you to be alert so that you don't hurt yourself or others, then yeah, 100 hours is too much. But the fact is, they are sitting on a computer typing and what not. Hardly strenuous.
Posted: Jul 15th 2011 12:37PM TheDarkWayne said
@(Unverified) The problem is they that they aren't just working like this near a deadline, they're doing it 100% of the time. Also, it's pretty clear that you have no kind of experience with computer programming. Just because you don't pull any muscles or get back injuries doesn't mean it's not strenous, mental exhaustion is a thing too.
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Posted: Jul 15th 2011 12:37PM MontEdZuma said
@(Unverified) I'm assuming you like where you work? They hated it. Besides that, I think it's poor management if you have to do anything constantly for 100 hours per week. I make great money and don't have to work anything near that. I don't think other people should either. In my experience, 99% of the time that something is that ridiculous, it's poor management.
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Posted: Jul 15th 2011 12:41PM (Unverified) said
@TheDarkWayne and @MontEdZuma you guys are right, it definitely does suck, and it is mentally and physically exhausting, but it's part of the job. and there is no way they were pulling 100 hours a week the entire time of development. If they were actually, I take that back, that is insane. but if they did that for a week or two, thats just part of the game.
Reply
Posted: Jul 15th 2011 12:55PM sanadawarrior said
@(Unverified)
They were doing crunch time for the last 2+ years of development on the game.
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They were doing crunch time for the last 2+ years of development on the game.
Posted: Jul 15th 2011 1:26PM TheDarkWayne said
@(Unverified) I'm sure it wasn't literally for years on end, but I feel pretty secure in saying, based on other instances like this, it probably lasted for a few months at least. The example I always think of in this sort of thing is the crunch time Bungie went through for Halo 2. On the collector's edition making of DVD, they talked about how for pretty much the entire last half of 2004 they were crunching hardcore, but it was because they'd made their own mistakes and made a promise on the release date. That sort of thing is part of the job, certainly. But if it's like that on and off for 7 years, that's a real problem.
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Posted: Jul 15th 2011 2:28PM Labreya said
@MontEdZuma
Just going to point out that yes, some of us do have to work huge hours for weeks, because thats our jobs.
I'm not trying to be a dick, or pull the usual "You don't get it" crap. It's good you make a comfortable amount of money without having mental work hours. Some of us are just in vocations where constant, long hours are the norm, and we're ok with that.
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Just going to point out that yes, some of us do have to work huge hours for weeks, because thats our jobs.
I'm not trying to be a dick, or pull the usual "You don't get it" crap. It's good you make a comfortable amount of money without having mental work hours. Some of us are just in vocations where constant, long hours are the norm, and we're ok with that.
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