
Crunch Was The Price Of Naughty Dog’s Creative Quality, Former Designer Says
A former senior Naughty Dog designer says crunch was ingrained in the studio’s workflow, with internal discussions implying it’s necessary to make games at their level; despite efforts to mitigate crunch after The Last of Us Part II, insiders and Bloomberg report the pattern has resurfaced during Intergalactic: The Heretic Prophet’s development to meet internal milestones and a Sony demo, suggesting a continued cycle of overtime driven by deadlines.








