Pinnacle Gazette

Naughty Dog's Crunch Culture Persists During Development of Intergalactic

The studio's history of overworking employees raises concerns as it faces internal deadlines again

Category: Arts & Culture

Naughty Dog, the renowned developer behind blockbuster franchises like *The Last of Us* and *Uncharted*, is once again embroiled in controversy over its crunch culture. Reports indicate that the studio is working late hours on its upcoming sci-fi action game, *Intergalactic: The Heretic Prophet*, which is not expected to launch until 2027. This situation has raised questions about the sustainability of its work practices and the well-being of its employees.

The issue of crunch—defined as periods of intense overtime where developers are either required or feel pressured to work excessive hours—has long been a problem in the gaming industry, but Naughty Dog has become particularly synonymous with it. According to former senior game designer Benson Russell, the studio’s approach to crunch has become ingrained in its workflow, especially following the release of the first *Last of Us* game.

In an interview with YouTuber Kiwi Talkz, Russell explained how the culture of crunch evolved at Naughty Dog. "After *The Last of Us*, it was just an admission in a meeting, it was like, 'Well, we've just come to realize this is what it takes to make games at our level. If you don't want to do that, we understand, we'll write you a great letter of recommendation,'" he recalled. This candid acknowledgment reflects a broader acceptance within the studio that crunch is an unavoidable aspect of their development process.

Russell noted that the crunch culture at Naughty Dog snowballed after the release of *Uncharted: Drake's Fortune*. Even though there had been attempts to curb the practice, leadership eventually conceded that it was part of the company's identity. "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," he added, highlighting the complex dynamics at play.

Interestingly, Russell pointed out that the studio treats internal deadlines with the same urgency as external ones, which exacerbates the crunch problem. "They'll set internal deadlines and treat them like actual, external deadlines," he explained. This approach often leads to periods of intense pressure, particularly when the studio feels it must solidify its project direction. For example, the team was reportedly crunching to finish a demo for Sony to review, even though the game has a projected release window more than a year away.

In December 2025, a report from Bloomberg underscored the challenges facing Naughty Dog, noting that many of the producers hired to improve workflow had left the company. This exodus raises concerns about the studio's commitment to addressing its crunch culture, as it appears to be slipping back into old habits. Russell's comments suggest that the leadership's acceptance of crunch as a norm has not only persisted but may have worsened since the release of *The Last of Us Part II* in 2020.

Crunch has become a hot-button issue across the gaming industry, with many developers facing similar pressures. Yet, Naughty Dog's situation stands out due to its history and the high expectations tied to its games. The studio's reputation for quality has led to a mindset among its employees that extreme hours are simply part of the job. Russell’s insights provide a sobering perspective on how this culture has evolved and the implications it holds for the future of game development.

As the industry grapples with the ethics of crunch, Naughty Dog's practices have drawn scrutiny from both fans and industry observers. The studio's commitment to quality, which has resulted in critically acclaimed titles, is now juxtaposed against the human cost of achieving that excellence. The question remains: can a balance be struck between delivering high-quality games and ensuring the well-being of the developers who create them?

The development of *Intergalactic: The Heretic Prophet* serves as a case study in this dilemma. With the team reportedly working long hours to meet self-imposed deadlines, the prospect of another release marred by crunch raises concerns about the sustainability of such practices. As Russell noted, the pressure from both internal and external stakeholders can lead to a situation where employees feel they have no choice but to comply with the demands placed upon them.

In light of these revelations, it is clear that Naughty Dog faces a challenging road ahead. The studio must navigate the delicate balance between maintaining its reputation for excellence and addressing the systemic issues that have led to its notorious crunch culture. As the gaming community continues to advocate for healthier work environments, the spotlight remains on Naughty Dog to take meaningful steps toward reform.

With the anticipated release of *Intergalactic* still a few years away, the studio has an opportunity to reassess its practices. Whether it will seize this moment to initiate genuine change . As Russell succinctly put it, "If you don't want to do that, we understand, we'll write you a great letter of recommendation." This statement captures the difficult choices facing employees and the broader implications for the industry as a whole.

As the conversation around crunch continues to evolve, the gaming community watches closely. The hope is that studios like Naughty Dog will prioritize the health and well-being of their teams, ensuring that the next generation of games can be created in an environment that values both quality and the people behind the scenes.