The former developer of Naughty Dog describes the culture of the company – ” The Last of Us: part II

0
129


Today, the practice of crunch (i.e., the overtime is intense, the game to develop) has become a phenomenon in the gaming industry, especially in the studio-game triple-A. Often such a situation arises because the studio is pressed to start the game in a certain period of time, which requires employees, the long-term work, which sometimes gives a negative impact on your health.

In the large Studio, the latest spotlight was made by Naughty Dog, after the author of the Kotaku’s Jason Schreier published a report that shows how Naughty Dog you should treat the internal problems that lead to delays in ” The Last of Us: part II. According to the report, animator Jonathan Cooper, who reported in the past for Naughty Dog and a veteran in this industry, about his personal experiences in the team of these developers.

Through a series of tweetsCooper told the audience about his experiences and his staff, and explained that, unfortunately, the practice of crunch is still often in the various departments of Naughty Dog. A former developer at Naughty Dog also wrote about the guys who ended up in the hospital in the hospital after a fall, tiredness due to work times that don’t make sense.

“The reason why I will be leaving the company, because I want to only work with the best. Naughty Dog is no longer worthy of wearing the title. The reputation of crunch are you in LA already so bad that experienced it almost impossible for you to contract animator game, to complete the project. So we have to deal tilted a lot of the animators of the film. A team of seniors should be able to be TLOU2 a year faster.”

Cooper also claims that when he “left Naughty Dog at the end of last year, she threatened to withhold payment of my last, before I made an additional agreement to sign, which says, and I’m not going to say, practices of their development. They finally gave up, as I convinced them that such an agreement is most likely illegal…”

Although his statement could not be verified, Cooper didn’t hold back in his criticism of the old company, where he worked, even stated that the success of Naughty Dog focuses on the financing of the parent company, not only for the ability alone:

“The success is mainly because the money from Sony be able to Finance projects that are late and not just because of ability alone.”

The Last of Us: part II is planned on the PlayStation 4 as of may 29, next.

The Last of Us: part II

if (typeof(postReview) == "function") postReview();

FB.Event.subscribe('edge.create', function(targetUrl) { _gaq.push(['_trackSocial', 'Facebook', 'Like', targetUrl]); }); FB.Event.subscribe('edge.remove', function(targetUrl) { _gaq.push(['_trackSocial', 'Facebook', 'Unlike', targetUrl]); }); FB.Event.subscribe('message.send', function(targetUrl) { _gaq.push(['_trackSocial', 'Facebook', 'Send', targetUrl]); }); };

// document.addEventListener("DOMContentLoaded", function(){ // DrawFacebookLikeNotification(); // });

function FastRegister(tournament=false){ ajaxAgreementsPopUp(); if (typeof isSmartphoneLayout != 'undefined' && isSmartphoneLayout) window.location='/join'; else { $.ajax({ type: "POST", url: "/ajaxstuff/fastRegister.php", data: {session: {"screated":1584285010,"updated":1584285010},tournament:tournament}

}) .done(function (code) { $('#re_loginbox').replaceWith(code); // console.log(code); $('.loginWrapper').show(); }) .fail(function(jqXHR, msg) { console.log("request fail"); $(selectorForLoginMessage).text(msg).show(); }); } return false; }

function FastRegisterResponse(){ $.ajax({ type: "POST", url: "/ajaxstuff/fastRegister.php",

}) .done(function (code) { $('#re_loginbox').replaceWith(code); // console.log(code); $('.loginWrapper').show(); }) .fail(function(jqXHR, msg) { console.log("request fail"); $(selectorForLoginMessage).text(msg).show(); }); return false; }

function LoginWithFacebook(selectorForLoginMessage, fbUpdateUser) {

FB.login(function(response) { if (response.authResponse) { FB.api('/me', {fields: 'email,last_name,name,first_name'}, function(user) { var main = false; if (user && !user.error) { // console.log(user); if(selectorForLoginMessage == '#fbLoginMessageMain') main = true; $.ajax({ type: "POST", url: "/ajaxstuff/fblogin.php", data: {userobj: user, fbUpdateUser: fbUpdateUser, main: main} }) .done(function(code) { if(main){ console.log("Is logged"+code); if(code==0) { if(!$('.signin').hasClass('active-signin')) { $('.signin').addClass('active-signin'); if($('.login').hasClass('active-login')) { $('.login').removeClass('active-login'); var request = new GRAsync(); var path = '/ajaxstuff/join.php?ajaxRequest'; request.setUrl(path) .setSelectors($('#joinContainer') ) .setData({register:true,facebookUser:user}) .setDataType('html') .setType('POST') .sendRequest();

} } } else { window.location="/";

} } else{ $('#re_loginbox').replaceWith(code); $('.loginWrapper').show(); //location.reload(true); } }) .fail(function(jqXHR, msg) { console.log("request fail"); $(selectorForLoginMessage).text(msg).show(); });

} }); } else { // console.log('User cancelled login or did not fully authorize.'); } }, {scope: 'email,publish_actions'}); // TODO: don't ask for publish_actions by default. It might scare away some users. Ask later, when they actually want it. return false; }

function AddSearchParamsAndReload(newParamStr) { var newParamArr = newParamStr.split("&"); if (window.location.search.length > 1) { // don't count the initial '?' var oldParams = window.location.search.substr(1).split("&"); var paramsToAdd = []; for (var j = 0; j < newParamArr.length; j++) { var found = false; for (var i = 0; i < oldParams.length; i++) if (newParamArr[j] == oldParams[i]) found = true; if (!found) paramsToAdd.push(newParamArr[j]); } if (!paramsToAdd.length) window.location.reload(); else window.location.search += '&'+paramsToAdd.join("&"); } else window.location.search = '?'+newParamStr; }