Rockstar employees take to social media to combat crunch claims

Rockstar has decided to let its employees do the talking when it comes to working conditions at the studio, after comments from studio co-founder Dan Houser about working "100-hour weeks" on Red Dead Redemption 2 stirred up conversations about crunch behind-the-scenes. 

With the studio's blessing, Rockstar employees - usually bound by a code of silence about the development process - took to social media to speak for themselves. 

"R* has granted permission for us to speak frankly about this issue on social media. I want to stress that this is is my uncurated personal opinion, I am not being compensated for this post in any way and am making it voluntarily," added Langdon. "I'm only going to speak to my personal experience."

Miriam Bellard, a lead artist at Rockstar North, described the furor over the past week as "heartbreaking."

Engine programmer at Rockstar North (and chair of industry body IGDA Scotland) Timea Tabori said she had "occasionally worked maybe 50 hours a week at most and nobody demanded or even expected that." 

Wesley Mackinder, an environment artist who has been with the company for six years, agreed that working 50 hours a week was rare.  

Of course, there are also tweets from ex-employees that shed a more negative light on past working practices. A now-deleted tweet wrote of working 80-hour weeks for fear of being terminated, and former Telltale Games and Rockstar employee Job Stauffer spoke of working seven-day weeks and being reprimanded for tweeting while on sick leave. "I gave them the benefit of the doubt having left nearly ten years ago that they’ve maybe changed," he added. "Yet I’ve heard this from dozens of R* folks in recent years that it continues, and I’m not surprised. It was the most ruthlessly competitive and intense work environment imaginable."

In an interview with The Guardian, Rockstar North’s co-studio head Rob Nelson told Keza Macdonald "do people work hard and is there overtime and extra effort put in? Yes, there is. Is it something we want happening regularly for long periods of time or as an accepted part of our process or as a 'badge of honor' thing? No, it is not. We are always trying to improve how we are working and balance what we are making with how we make it and we will not stop working to improve in this area."

Rockstar also handed over data to back up its claims, with statistics based on employees’ self-reported hours between January and September of this year. It shows that the average working week was between 42.4 and 45.8 hours. "The longest week - that of July 9 - was 50.1 hours, and during the studio’s busiest week, 20% of employees reported working 60 hours or more, to a maximum of 67.1 hours."

Working conditions, and tales of horrific crunch conditions, have long been a hot topic in the industry. The recent closure of Telltale, which saw workers left without severance and had previously been accused of toxic working conditions, brought the issue back into sharp focus. 

Red Dead Redemption 2, Rockstar's latest game, will be released on October 26. Nelson pointed out that a key part of its DNA was a development team that worked on the original, implying that burning people out would only hurt Rockstar. "We are not interested in losing people," he said. "We could not have made this game if the same people hadn’t made the other games before it. People need to want to be here and want to work on this stuff together. Everything we do is trying to preserve and grow that, and have more people wanting to come here."

Red Dead Redemption 2 has a unique shooting system, whistle-assisted hunting, and 67 other fast facts.

Rachel Weber
Contributor

Rachel Weber is the former US Managing Editor of 12DOVE and lives in Brooklyn, New York. She joined 12DOVE in 2017, revitalizing the news coverage and building new processes and strategies for the US team.

Latest in Red Dead
Former PlayStation boss Shawn Layden says 100-hour games are a "mismatch" to today's reality: "I haven't even opened Red Dead Redemption 2, because I don't have 90 hours"
Red Dead Redemption 2 screenshot showing the silhouette of a man with a cowboy hat on horseback, a glowing sun seen behind him
Red Dead Redemption 2's very own Arthur Morgan says he wishes that he could work with "genius" Metal Gear mastermind Hideo Kojima
Red Dead Redemption 2
Red Dead Redemption 2 modder makes "all wagons and horses travel at super sonic speeds," chaos and jumpscares ensue: "It's now a horror game"
Red Dead Redemption
Red Dead Redemption 2 dev reveals detail "99% of people never saw" that's part of "what makes Rockstar's games so good"
Red Dead Redemption
Rockstar veteran says Red Dead Redemption's PS3 version was "very hard and time-consuming" to make, but it was "easy to write for the 360"
Red Dead Redemption
After 14 years, the original Red Dead Redemption finally hits PC this month, with Undead Nightmare in two
Latest in News
Silent Hill f
After 2 years of silence, the next mainline Silent Hill game is getting a dedicated stream this week with "the latest news"
Original Xbox console
Former Microsoft exec says the first Xbox was killed early in favor of 360 because it was "losing money left right and center," but luckily "we could afford to hemorrhage cash"
A Monster Hunter Wilds character holding binoculars.
Despite Monster Hunter Wilds suffering monstrous performance problems on PC, it still outsold the PS5 and Xbox Series X versions in the US
Jordan A. Mun looks at herself in a mirror in just a vest in Intergalactic: The Heretic Prophet screenshot
The Last of Us creator Neil Druckmann says Intergalactic: The Heretic Prophet will also be about "being lonely," as if his zombie apocalypse wasn’t isolating enough: "I really want you to be lost"
A screenshot of Jordan drinking a soda during the reveal trailer for Intergalactic: The Hertic Prophet.
Intergalactic: The Heretic Prophet is "a game about faith and religion," which Neil Druckmann jokes will surely get less hate than The Last of Us 2
Pedro Pascal as Joel in The Last of Us
The Last of Us is "better" than 28 Days Later, says movie writer Alex Garland: "This is so much more sophisticated and moving"