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Ex-Naughty Dog Designer Says Studio Accepted Crunch After The Last of Us

He ties the practice to hard internal deadlines under stakeholder pressure.

Overview

  • Benson Russell, in an interview highlighted Monday, said leaders told staff after The Last of Us that sustained overtime was what it took to make games at their level.
  • He said the studio treats internal milestones like fixed ship dates, with pressure from Sony reinforcing those targets.
  • Russell said managers label overtime as optional, yet extra hours influence bonuses and signal commitment.
  • Coverage points to long shifts on the current project, Intergalactic: The Heretic Prophet, following reports of crunch in December.
  • GamesRadar+ reported that The Last of Us Online was roughly 80% complete before being canceled to prioritize Intergalactic, a claim not independently confirmed in these reports.