Larian Studios’ CEO, Swen Vincke, has addressed the issue of crunch culture at the studio during the development of Baldur’s Gate 3. Vincke openly acknowledged that at certain points, the team had to engage in a bit of crunch due to unforeseen circumstances that arose during the production process.
In a Q&A session following his address at the Digital Dragons conference in Poland, Vincke was asked about the team’s experience with crunch. Crunch is a term used to describe the practice of requiring employees to work long hours and overtime to meet strict deadlines for game releases. Vincke explained that while the team was not excessively subjected to crunch, there were instances where it was necessary to work additional hours to ensure the completion of Baldur’s Gate 3. He also mentioned that the amount of crunch involved in the development of Baldur’s Gate 3 was less than what the studio had experienced in the past.
Vincke clarified, “We didn’t overly crunch, but we did have to do a bit of crunch. And I think, to be honest, you will always have a little bit when you’re trying to finish something, especially when there’s so much complexity that needs to be brought together.” He highlighted the challenges of integrating the various complex elements of a game like Baldur’s Gate 3, which required extra effort to ensure a polished and cohesive experience for players.
It is worth noting that Larian Studios’ acknowledgement of crunch and their efforts to minimize its impact align with the ongoing industry-wide conversation surrounding work-life balance and the well-being of developers. The game development process is known for its demanding nature, involving intricate design, coding, and testing. Balancing these aspects while meeting release deadlines can sometimes lead to periods of crunch.
However, it is encouraging to see that Larian Studios has taken steps to reduce the amount of crunch experienced during the development of Baldur’s Gate 3. This demonstrates the studio’s commitment to fostering a healthier work environment and prioritizing the well-being of their employees.
Crunch culture has been a subject of concern within the gaming industry, with reports of long working hours and intense pressure on developers. The push for better working conditions and the recognition of the importance of work-life balance have gained significant momentum in recent years. Studios like Larian Studios are actively addressing these concerns and striving to find a balance between delivering high-quality games and ensuring the health and happiness of their teams.
In conclusion, Swen Vincke, CEO of Larian Studios, has openly acknowledged that some crunch was necessary during the development of Baldur’s Gate 3. While efforts were made to minimize crunch, the complexity of the game required additional work to bring all the elements together. Larian Studios’ acknowledgement of crunch and their commitment to reducing its impact demonstrates an understanding of the importance of work-life balance and the well-being of their employees. As the industry continues to address these concerns, it is hoped that game development can evolve into a more sustainable and supportive environment for all involved.
Source:
Eurogamer. “Larian Studios’ CEO says, ‘we did have to do a bit of crunch’ making Baldur’s Gate 3.” URL: https://www.eurogamer.net/larian-studios-ceo-says-we-did-have-to-do-a-bit-of-crunch-making-baldurs-gate-3
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