Current Events > Rockstar workers did 100-hour weeks on RDR2

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Antifar
10/15/18 10:32:41 AM
#1:


https://www.gamesindustry.biz/articles/2018-10-15-rockstar-has-been-working-100-hour-weeks-on-red-dead-redemption-2

One of the famous Houser brothers has offered insight into the making of Red Dead Redemption 2, and the work behind the title sounds intense.

The game has been in development for the best part of seven years, with Dan Houser talking to Rockstar San Diego about how a sequel to Red Dead Redemption might look as far back as early 2011, as revealed in an interview with Vulture.

A broad outline was completed the following summer, with rough scripts for the game's story and missions ready by autumn 2012. But it seems the workload has ramped up significantly this year as Red Dead Redemption 2 finally approaches release.

Dan Houser said that the team has been "working 100-hour weeks" several times in 2018, later adding that compared to previous Rockstar projects, "This was the hardest."

His brother Sam told the site earlier this year: "We've poured everything we have into [Red Dead Redemption 2]. We have really pushed ourselves as hard as we can."

The result is a game that Dan claims is 65 hours long (although five hours of content have actually been cut) and boast 300,000 animations, 500,000 lines of dialogue recorded by 700 voice actors, and even more lines of code.

The level of detail seen in the trailers, and the glowing previews, suggest this work has paid off but it brings to mind the Rockstar Spouse incident around the original Red Dead Redemption.

Back in 2010, just a few months before the game launched, an open letter allegedly written on behalf of the wives of Rockstar San Diego employees claimed the team was expected to work 60-hour weeks - 12-hour days, including Saturdays - or they would face disciplinary action.

Rockstar later attributed this to "people taking the opinions of a few anonymous posters on message boards as fact."

"We're saddened if any former members of any studio did not find their time here enjoyable or creatively fulfilling and wish them well with finding an environment more suitable to their temperaments and needs, but the vast majority of our company are focused solely on delivering cutting edge interactive entertainment," the studio said at the time.

"We've always cared passionately about the people working here, and have always tried to maintain a supportive creative environment. There is simply no way Rockstar could continue to produce such large scale, high quality games without this.

"That being said, making great games is very challenging, which is why we have and will continue to try to keep hold of some of the best talent in the industry and support them in every way we can."


Christ.
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Veggeta X
10/15/18 10:33:43 AM
#2:


I sometimes work 60 hours a week and yes it is fucking tiring but they pay me for it so yeah.
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The Trent
10/15/18 10:35:22 AM
#3:


those poor, poor nerds
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Trigg3rH4ppy
10/15/18 10:36:45 AM
#5:


The Trent posted...
those poor, poor nerds

They're sitting at a desk the whole time, it isn't like they're actually working
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Lordgold666
10/15/18 10:36:48 AM
#6:


Imagine if the world didnt revolve around holiday sales
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eston
10/15/18 10:36:57 AM
#7:


I wish game companies would stop doing this. It isn't a badge of honor, and it isn't impressive. You've been working on this for 7 years. Why is there still crunch time? How badly managed does a project have to be that you work on it for almost decade and still have to force your workers to kill themselves to get it out on time?
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voldothegr8
10/15/18 10:37:40 AM
#8:


Digital horse testicles aren't going to shrink themselves
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Veggeta X
10/15/18 10:38:17 AM
#9:


eston posted...
I wish game companies would stop doing this. It isn't a badge of honor, and it isn't impressive. You've been working on this for 7 years. Why is there still crunch time? How badly managed does a project have to be that you work on it for almost decade and still have to force your workers to kill themselves to get it out on time?

It's prolly an Executive call.
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zinezinzadan
10/15/18 10:38:19 AM
#10:


I was about to say, 60 hours of overtime.. 2 scenarios. Scenario 1: theyre making $150-200k a year, in which case the wife has nothing to complain about. If my wife made that, I would be thrilled because I wouldnt have to work. Scenario 2: they claim that this only happened a couple times a year. So if its not every week, why are you up in arms about it..
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Antifar
10/15/18 10:38:25 AM
#11:


eston posted...
I wish game companies would stop doing this. It isn't a badge of honor, and it isn't impressive. You've been working on this for 7 years. Why is there still crunch time? How badly managed does a project have to be that you work on it for almost decade and still have to force your workers to kill themselves to get it out on time?

When you're right, you're right.
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hotcegaI
10/15/18 10:39:13 AM
#12:


lmao that's hilarious
they could get better jobs with better work life balance
but nah let's just ruin your future instead for games
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Veggeta X
10/15/18 10:39:52 AM
#13:


There's no incentives for working these long hours? Seriously?
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eston
10/15/18 10:40:45 AM
#14:


Veggeta X posted...
eston posted...
I wish game companies would stop doing this. It isn't a badge of honor, and it isn't impressive. You've been working on this for 7 years. Why is there still crunch time? How badly managed does a project have to be that you work on it for almost decade and still have to force your workers to kill themselves to get it out on time?

It's prolly an Executive call.

I doubt the executives just sprung a surprise release date on them after 7 years of work though. 100 hour weeks should not even be on the table
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CyricZ
10/15/18 10:40:49 AM
#15:


Antifar posted...
eston posted...
I wish game companies would stop doing this. It isn't a badge of honor, and it isn't impressive. You've been working on this for 7 years. Why is there still crunch time? How badly managed does a project have to be that you work on it for almost decade and still have to force your workers to kill themselves to get it out on time?

When you're right, you're right.

The Telltale debacle should be a perfect case study for this, but then there are tons of examples throughout the industry.

By contrast, Insomniac did NOT drive its workers to death to make Spider-Man, nor require it be tied to any particular time frame, and here we are.
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#16
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Romulox28
10/15/18 10:48:07 AM
#17:


not that i think working 100 hour weeks isnt awful but i feel like this kind of thing has to be expected when you take a job with R*, & you're working on one of the most ambitious games ever with whats considered the top AAA studio on earth
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dave_is_slick
10/15/18 10:48:46 AM
#18:


CyricZ posted...
By contrast, Insomniac did NOT drive its workers to death to make Spider-Man, nor require it be tied to any particular time frame, and here we are.

Yeah. Like, I know this will sound corny but you could tell it was made with love.
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eston
10/15/18 10:53:00 AM
#19:


Romulox28 posted...
not that i think working 100 hour weeks isnt awful but i feel like this kind of thing has to be expected when you take a job with R*, & you're working on one of the most ambitious games ever with whats considered the top AAA studio on earth

I guess I just expect a studio of R*'s calibur to manage projects more responsibly than this. I understand why crunch time is necessary for small studios. I don't really get why a studio with hundreds maybe even thousands of people, 7 years of development, and a guaranteed hit would need to put their employees through the wringer
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Veggeta X
10/15/18 10:54:05 AM
#20:


But let's face it. If you were a programmer for a big game like RDR2 you could probably land a job anywhere in the world. On to the next one.
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hotcegaI
10/15/18 10:54:15 AM
#21:


eston posted...
Romulox28 posted...
not that i think working 100 hour weeks isnt awful but i feel like this kind of thing has to be expected when you take a job with R*, & you're working on one of the most ambitious games ever with whats considered the top AAA studio on earth

I guess I just expect a studio of R*'s calibur to manage projects more responsibly than this. I understand why crunch time is necessary for small studios. I don't really get why a studio with hundreds maybe even thousands of people, 7 years of development, and a guaranteed hit would need to put their employees through the wringer

cause it's like minimum wage jobs
like99% of game dev hopefuls wanna work on the next big game

so the studios know they can give bitch duties to you and just replace you in an instant with some other crazed person wanting to work 24/7 on the next big title
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Musourenka
10/15/18 10:56:49 AM
#22:


How many labor issues have there been with Rockstar now?
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pinky0926
10/15/18 10:58:27 AM
#23:


Trigg3rH4ppy posted...
The Trent posted...
those poor, poor nerds

They're sitting at a desk the whole time, it isn't like they're actually working


Check out the guy who's never had a desk job before
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#24
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pres_madagascar
10/15/18 11:01:23 AM
#25:


Godnorgosh posted...
So this is like 14 hours minimum Monday through Sunday. May as well sleep in the office.

Yeah fuck that
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OmegaShinkai
10/15/18 11:04:23 AM
#26:


Is anyone surprised? The working conditions at Rockstar San Diego were dogshit during the development of the last game, and people who had been at the company for a decade got laid off for complaining.
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l Dudeboy l
10/15/18 11:14:41 AM
#27:


This is unacceptable, but the industry will never run short of devs who are overly passionate about working for a AAA developers, so what can you do?
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Ricemills
10/15/18 11:16:31 AM
#28:


RIP rockstar worker worked to death to 100 hours.

eh, misread did with died. but whatever.
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Forlorn_Ass
10/15/18 11:19:23 AM
#29:


700 voice actors?? How the fuck...
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NeoShadowhen
10/15/18 11:31:21 AM
#30:


Personally, if I were running Rockstar, I'd use the stereotypes of rock stars to guide how I keep my employees motivated for those long work hours. I'm talking hookers. Trashed hotel rooms. Substances galore.

If you work for Rockstar, you're gonna act like a damn rockstar.
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AlecSkorpio
10/15/18 11:54:58 AM
#31:


Remember when Rockstar games were always delayed a week like a month before release?

I wonder if they do this to avoid that now that they delay them for years.
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DragonGirlYuki
10/15/18 11:55:35 AM
#32:


Nice.
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#33
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#34
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s0nicfan
10/15/18 12:05:03 PM
#35:


eston posted...
Veggeta X posted...
eston posted...
I wish game companies would stop doing this. It isn't a badge of honor, and it isn't impressive. You've been working on this for 7 years. Why is there still crunch time? How badly managed does a project have to be that you work on it for almost decade and still have to force your workers to kill themselves to get it out on time?

It's prolly an Executive call.

I doubt the executives just sprung a surprise release date on them after 7 years of work though. 100 hour weeks should not even be on the table


No, but an executive COULD look at current gaming trends and demand that a feature or something be added at the last minute, forcing teams to work around the clock to keep from getting delayed. I'd bet money that the success of GTA Onlne is the reason for this particular crunch, since I doubt the devs were working towards making Online a core part of the game back when work first started.
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Tmaster148
10/15/18 12:07:35 PM
#36:


s0nicfan posted...
eston posted...
Veggeta X posted...
eston posted...
I wish game companies would stop doing this. It isn't a badge of honor, and it isn't impressive. You've been working on this for 7 years. Why is there still crunch time? How badly managed does a project have to be that you work on it for almost decade and still have to force your workers to kill themselves to get it out on time?

It's prolly an Executive call.

I doubt the executives just sprung a surprise release date on them after 7 years of work though. 100 hour weeks should not even be on the table


No, but an executive COULD look at current gaming trends and demand that a feature or something be added at the last minute, forcing teams to work around the clock to keep from getting delayed. I'd bet money that the success of GTA Onlne is the reason for this particular crunch, since I doubt the devs were working towards making Online a core part of the game back when work first started.


Or you know hire more people if you need your employees to all work two shifts.
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s0nicfan
10/15/18 12:10:57 PM
#37:


Tmaster148 posted...
s0nicfan posted...
eston posted...
Veggeta X posted...
eston posted...
I wish game companies would stop doing this. It isn't a badge of honor, and it isn't impressive. You've been working on this for 7 years. Why is there still crunch time? How badly managed does a project have to be that you work on it for almost decade and still have to force your workers to kill themselves to get it out on time?

It's prolly an Executive call.

I doubt the executives just sprung a surprise release date on them after 7 years of work though. 100 hour weeks should not even be on the table


No, but an executive COULD look at current gaming trends and demand that a feature or something be added at the last minute, forcing teams to work around the clock to keep from getting delayed. I'd bet money that the success of GTA Onlne is the reason for this particular crunch, since I doubt the devs were working towards making Online a core part of the game back when work first started.


Or you know hire more people if you need your employees to all work two shifts.


Depending on when the executive decree was made, hiring may not have been a feasible solution without slipping the deadline. It takes time to put out a job req, go through the HR process of bringing someone in, and it can take weeks to spin someone up on a large project to the point where they can be productive. Plus there's the issue of what to do with the people you hired exclusively for an unexpected crunch (spoilers: they get fired). Sometimes overtime is the only way to get something done on time because you're putting the experts who are most familiar with the system in charge of making additional changes, and that experience and knowledge is difficult to just replace with more bodies.
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God_Of_Entirety
10/15/18 12:11:13 PM
#38:


This is an example like no other ladies and gents, hoo-boy.
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Tmaster148
10/15/18 12:17:51 PM
#39:


s0nicfan posted...
Tmaster148 posted...
s0nicfan posted...
eston posted...
Veggeta X posted...
eston posted...
I wish game companies would stop doing this. It isn't a badge of honor, and it isn't impressive. You've been working on this for 7 years. Why is there still crunch time? How badly managed does a project have to be that you work on it for almost decade and still have to force your workers to kill themselves to get it out on time?

It's prolly an Executive call.

I doubt the executives just sprung a surprise release date on them after 7 years of work though. 100 hour weeks should not even be on the table


No, but an executive COULD look at current gaming trends and demand that a feature or something be added at the last minute, forcing teams to work around the clock to keep from getting delayed. I'd bet money that the success of GTA Onlne is the reason for this particular crunch, since I doubt the devs were working towards making Online a core part of the game back when work first started.


Or you know hire more people if you need your employees to all work two shifts.


Depending on when the executive decree was made, hiring may not have been a feasible solution without slipping the deadline. It takes time to put out a job req, go through the HR process of bringing someone in, and it can take weeks to spin someone up on a large project to the point where they can be productive. Plus there's the issue of what to do with the people you hired exclusively for an unexpected crunch (spoilers: they get fired). Sometimes overtime is the only way to get something done on time because you're putting the experts who are most familiar with the system in charge of making additional changes, and that experience and knowledge is difficult to just replace with more bodies.


For short time frame sure.

But this kind of thing is common in the game industry which basically only works in crunch time hours.
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X-Pac_Heat
10/15/18 12:20:44 PM
#40:


I just saw a vid where Dan Houser claimed the entire game script stacks 8 feet high

Wut is u doin Dan?
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