If you are against crunch, then we are not on the same page: WARDOGS development head admitted the inevitability of overwork

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Bulkhead reads comments from potential employees on social media, trying to find negative statements against the need to work overtime.

Joe Brammer, head of Bulkhead and executive producer of WARDOGS, stated that the studio tries to avoid crunch during game development, but it is impossible to completely eliminate it. According to him, at some point employees will inevitably face the need to work overtime, and the company's management is not going to hide this from potential employees.

In an interview with The Game Business, Brammer said that Bulkhead tries to define its work culture in advance when hiring employees. According to him, people who are fundamentally against crunch may simply not be suitable for the studio.

Many people who have problems with overwork — and this is fair, I understand their position — often don't even get to work with us.
Joe Brammer, Bulkhead.

Brammer noted that Bulkhead wants to be perceived as a place where employees are expected to work hard. At the same time, he admitted that he personally counts on employees' readiness for overwork.

They know I expect people to crunch. I admit it. I'm not trying to hide it.
Joe Brammer, Bulkhead.

According to Brammer, during the hiring process, the studio also examines potential employees' social media accounts. If a candidate regularly posts messages categorically condemning crunch, they may not be hired precisely because management considers such a person incompatible with Bulkhead's corporate culture.

If you constantly write something like: "This should never happen" on social media, we see it and say: "Look, you won't like it here, so we won't continue working with you."
Joe Brammer, Bulkhead.

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