Naughty Dog adopted the intense work regime as a necessary practice to deliver games at the standard that the studio seeks. A former senior designer at the company described how the company reached this conclusion after the release of The Last of Us. The report came from a recent interview.
Former employee Benson Russell worked for eight years at Naughty Dog, working on titles such as the trilogy Uncharted and The Last of Us. Ele left the studio in 2015. In conversation with the podcast Kiwi Talkz, Russell explained details of the internal culture throughout the projects.
Culture of strict deadlines
Naughty Dog treats internal deadlines as if they were official external commitments. Essa approach makes teams accelerate when schedules are tight. Russell mentioned that, at critical moments, there may be additional pressure from Sony, the studio owner, when questioning the progress after years of investment.
The designer mentioned that crunch, a term used for periods of prolonged overtime, got progressively worse after the first Uncharted. In the beginning, there were rules such as a work limit until midnight, but these were ignored when necessary. Over time, the company began to accept the model as inevitable to maintain the expected quality.
The report indicates that the decision was consolidated after sending The Last of Us. In a meeting, the management recognized that the extra effort was the way to play games of that caliber. The company offers a letter of recommendation for those who prefer not to follow this pace, according to the former employee.
- Naughty Dog defines internal deadlines with the same seriousness as external ones
- The crunch increased with each release after Uncharted 1
- After The Last of Us, the studio admitted the regime as necessary
- Employees who choose not to participate receive support to leave
- Pressure can come both from within and from questions from Sony
Experience in developing The Last of Us
Russell participated in the first The Last of Us in challenging conditions. Ele remembered working Sundays during crunch phases, with low morale among the teams. Mesmo Thus, the project advanced and the game became a reference for the studio.
The former designer also commented on changes in the creative process. At times, individual contributions were changed or removed to align with the final vision. Ele cited specific cases of frustration, but reinforced that Naughty Dog maintains strict control over the scope.
The environment required high dedication. Russell said that the company understands when someone decides not to continue with this model. The approach is clear: either the professional adapts to the studio’s way of working or follows another path.

Current project and multiplayer
Naughty Dog develops Intergalactic: The Heretic Prophet, a new single-player action-adventure game for PlayStation 5. The title marks a new franchise and has been in production since 2020, under the leadership of Neil Druckmann.
Recent reports point to a possible crunch in the project, with teams working overtime to deliver an internal demo. The studio is also looking for professionals for another title, with mention of multiplayer and multiplatform experience in audio vacancies.
- Intergalactic: The Heretic Prophet is the next release announced
- The game is single-player and exclusive to PlayStation 5 at the moment
- There are signs of a second project in parallel with a multiplayer focus
- Jobs mention audio for multiplayer games and multiple platforms
Former developer’s view of the model
Benson Russell today works as a consultant and helps studios avoid common pitfalls in development. Ele does not criticize Naughty Dog for violating laws, as the model respects labor rules, but describes the environment as demanding in nature.
The designer highlighted that the studio offers professionals choice. Quem Enter know the expected pace. Russell recalled that the belief in crunch as the only path to high quality was established after successes such as The Last of Us.
He noted that other studios adopt different practices. Na Naughty Dog However, culture has consolidated around the delivery of cinematic and detailed experiences.
What crunch means in practice
Crunch involves weeks or months with a higher-than-normal workload to meet goals. In the industry, the topic generates debate about mental health and talent retention. Naughty Dog is not the only company mentioned in this context, but its history draws attention because of the quality of the games delivered.
Russell explained that the company learned from The Last of Us that concentrated effort helped achieve the desired level. From then on, the studio stopped trying to avoid the regime and started openly incorporating it.
The former employee reinforced that the model is not imposed illegally. The company communicates expectations and offers an honorable exit to anyone who disagrees. Isso creates an environment where only those aligned with the proposal remain.
The report from Russell sheds light on decisions made years ago and which still influence the studio’s day-to-day operations. Podcast Kiwi Talkz is available for anyone who wants to hear the full conversation.