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Crunch Culture at Naughty Dog: Insights from Former Designer Benson Russell

4/14/2026, 12:53:57 AM

The Evolution of Crunch Culture

Benson Russell, a former designer at Naughty Dog, has shed light on the studio's longstanding culture of "crunch," a term used to describe the intense work hours often required to meet project deadlines. In an interview with Kiwi Talkz, Russell recounted his experiences during his eight-year tenure at the studio, which included the development of critically acclaimed titles such as *The Last of Us* and *Uncharted*. He noted that the crunch culture at Naughty Dog has progressively worsened with each project, stating that the studio ultimately accepted that such demands were necessary to maintain the quality of their games.

Admission of Crunch as a Requirement

Russell explained that despite efforts to mitigate crunch, including attempts to enforce guidelines that limited work hours, the reality was that these rules often fell by the wayside when project demands intensified. He recalled that after the release of *The Last of Us*, Naughty Dog leadership openly acknowledged that crunch was an integral part of their development process. "We’ve just come to realize this is what it takes to make games at our level," Russell quoted the leadership as saying, emphasizing that employees were not legally obligated to participate in crunch but were incentivized through potential bonuses.

Impact on Employee Retention

The pressure of crunch culture has had tangible effects on employee retention at Naughty Dog. Russell noted that while some employees left during the development of *Uncharted 4*, a significant number began to depart around the time of *The Last of Us Part II*. He indicated that his own decision to leave was influenced not only by a lack of promotional opportunities but also by the demanding work environment. Russell described periods of working multiple months with seven-day weeks and 12-to-14-hour days, which he found unsustainable.

Current Developments and Future Projects

As Naughty Dog continues to work on new projects, including the anticipated *Intergalactic: The Heretic Prophet*, reports have emerged indicating that employees have been required to work a minimum of eight extra hours per week to meet internal deadlines. This ongoing expectation of extended work hours raises questions about the studio's approach to crunch as it prepares for future releases, including potential sequels to *The Last of Us* and *Uncharted*.

Criticism of Crunch Culture

Critics of the gaming industry's crunch culture argue that it can lead to burnout and negatively impact the mental health of employees. Russell's reflections highlight a broader conversation about the sustainability of such practices in game development. While Naughty Dog's leadership maintains that the studio operates within legal boundaries, the ethical implications of their crunch culture remain a point of contention among industry observers.

Verbatim Quotes

  • “When push came to shove, that midnight rule went right out the window.” — Benson Russell, Former Designer at Naughty Dog
  • “The company runs the way it wants to run. You either want to be a part of it, or you don’t. They’re not technically breaking any laws, and it’s not like a requirement, it is a 'Hey, we really could use your help, please come here,’ and you’re incentivized to do it because your bonuses will be bigger.” — Benson Russell
  • “It was like, 'Well, we’ve just come to realize this is what it takes to make games at our level, and we understand, if you don’t want to do that, that’s fine.” — Naughty Dog Leadership, as quoted by Benson Russell

The ongoing discourse surrounding crunch culture at Naughty Dog reflects a critical examination of work practices in the gaming industry, raising important questions about the balance between quality and employee well-being.