Ratchet & Clank: Rift Apart reviews went live today, and it’s a critical success. But while some big budget hits end up requiring employees to work long distances with excessive overtime – called “crunch,” developers at Insomniac say they were generally able to maintain a healthy workload during normal, 40-hour weeks.
Although it is impossible to know for sure how conditions were throughout the company, two Insomniac employees have made public their experience of working with Rift Apart, and they were both very positive. Grant Parker, who says he is a game designer at Insomniac, shared on Twitter that he never once had to work more than 40 hours per week. In addition, he said that leaders made an active effort to encourage him to avoid burnout.
In response to Parker, animator Lindsay Thompson reiterated that she never had to go through crunch when working on the game. Thompson also said that managers played a major role in ensuring that employees never had to work late.
Insomniac is, of course, a big company, and Thompson and Parker make it clear that they are only talking about their personal experiences. Still, it’s unusual to see employees reveal a lack of crunch in a game as large as Rift Apart. Many recent AAA titles – including other first-rate PlayStation games – have had reports of extensive burnout and excessive pressure placed on developers. Time will tell whether these experiences were shared across Insomniac, but it is good to see that at least some employers felt that Insomniac worked hard to avoid crushing.
Ratchet & Clank: Rift Apart launches on June 11 for PS5, and like other PS5 first-party games, it virtually eliminates load times by using the console’s internal SSD. If you can not wait for the release date to learn more, check out Rift Apart’s Trophy list to get an idea of what’s in store. In addition, read our Ratchet & Clank: Rift Apart pre-order guide for more on the game, and then take a look at GameSpot’s Rachet & Clank: Rift Apart Review.
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