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Gaming News3 min read

Crunch or Quit: Naughty Dog's Ultimatum After TLOU

Former senior designer Benson Russell says Naughty Dog openly told staff after The Last of Us that crunch was 'what it takes to make games at our level,' and anyone who disagreed was free to go.

Nathan Lees
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"We've just come to realize this is what it takes to make games at our level. If you don't want to do that, we understand, we'll write you a great letter of recommendation." That's what Naughty Dog leadership told its staff in a meeting following the original The Last of Us in 2013, according to former senior game designer Benson Russell, who shared the account in an interview with YouTuber Kiwi Talkz.

Not a suggestion. Not a "we're working on it." A flat ultimatum: crunch is how we operate, and the door is right there. Russell, who worked on the Uncharted series and the first Last of Us, described on social media how the studio's crunch culture snowballed after Uncharted: Drake's Fortune and never really receded. After each project, meetings would circle back to the same question: how do we mitigate crunch next time? Eventually, leadership stopped pretending there was a next time where things would be different.

"The company runs the way it wants to run," Russell said. "You either want to be a part of it or you don't. They're not technically breaking any laws." He added that crunch isn't framed as a strict mandate. Instead, employees are incentivised through bonuses tied to the hours they put in, creating a system where opting out means earning less. That's not technically mandatory overtime. It's something more insidious: a culture where saying no costs you money.

Internal Deadlines, External Pressure

Russell also explained the mechanism that keeps the cycle spinning. Naughty Dog sets internal deadlines and treats them with the same urgency as external ones. "It's at that point you realize, you've wandered too much," he said, "and it could be Sony tapping them on the shoulder, being like, 'Hey guys, it's been three years, not seeing much from you, we've spent I don't know how much money already, what's going on?'" Once those artificial deadlines hit, the pressure ratchets up and overtime becomes the default solution.

This pattern lines up with what Bloomberg reported back in December 2025 about the development of Intergalactic: The Heretic Prophet. According to that report, the team was crunching to finish a demo for Sony to review, despite the game reportedly aiming for a mid-2027 launch. Bloomberg also noted that producers who had been hired specifically to fix the studio's workflow after The Last of Us Part II had already left. The Grounded documentary that accompanied Part II's launch in 2020 featured Naughty Dog acknowledging its crunch problem and pledging to address it. Six years later, a former designer is describing the exact same dynamic, just with a different game's name attached.

I've covered enough of these stories to know the pattern. A studio ships something critically acclaimed, the human cost leaks out, leadership says the right things, and then the next project rolls around and nothing has changed. What makes Russell's account stand out is how explicit the message was. There was no corporate euphemism. No vague commitment to "doing better." Leadership looked at a room full of developers and said: this is the deal, take it or leave. Russell recalled this happening over a decade ago, but given everything reported about Intergalactic's development, there's no reason to believe the calculus has shifted. Naughty Dog's games keep winning awards. The people making them keep burning out. And the studio, by its own admission, decided a long time ago that it was fine with that trade.

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Written by

Nathan Lees

Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

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