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Wardogs dev CEO answers back to controversial crunch claims, says it’s not mandatory, “they made this up”

Bulkhead is enjoying great success with Wardogs lately
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Wardogs dev CEO answers back to controversial crunch claims, says it’s not mandatory, “they made this up”
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Crunch has been a controversial topic in the gaming industry for years, with studios facing criticism over developers working long hours to meet deadlines or get games ready for launch. Bulkhead, the studio behind the recently released tactical FPS Wardogs, has a different approach: it makes sure potential employees know that crunch could happen before they’re even hired.

Bulkhead CEO Joe Brammer discussed the studio’s work culture during an interview with The Game Business. According to Brammer, the company tries to avoid crunch where possible, but doesn’t promise employees that it will never happen. In fact, this approach can influence whether someone gets hired in the first place.

Brammer explained that Bulkhead checks the social media activity of potential employees. If someone regularly posts strong anti-crunch messages and makes it clear that working additional hours is something they would never accept, the studio may decide that they wouldn’t be a good fit.

Addressing the game dev crunch backlash

However, following the game’s launch, the studio is now trying to move away from that intense schedule. Brammer said Bulkhead has faced pressure to release the console version sooner but has refused to push the development team harder to make that happen.

The CEO also believes employees should receive something in return when crunch is required, pointing to bonuses and other incentives offered to some members of the team. His comments quickly attracted criticism from other developers, with some arguing that crunch can be a sign of poor planning and management rather than simply “working hard.”

Brammer has since pushed back against reports describing Bulkhead’s crunch practices. He stressed that he never called it “mandatory” and highlighted other aspects of the studio’s working conditions. “No information says mandatory; they made this up,” says Brammer.

According to him, Bulkhead operated on a four-day workweek for around half of Wardogs’ development, while employees were also given the entire month of December off. He also said that 50% of Bulkhead’s staff collectively own 80% of the company’s shares and that employees will benefit financially from the success of Wardogs.


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Abdul is a tech writer and Editor for PC Guide, specializing in all things tech, gaming, and hardware.