Bulkhead CEO Joe Brammer moved to clarify his position on crunch today after taking criticism for saying the studio wouldn’t hire people who “constantly tweet anti-crunch messaging.” In a follow-up statement, Brammer said he’s “not pro crunch” but “pro hard work.” The clarification comes as Bulkhead says Wardogs sold 3 million copies in 18 days, and as the studio faces heavier scrutiny.
Brammer said Wardogs required two extra hours a week, Monday through Thursday, for four weeks on a four-day schedule. He added that overtime should be compensated, and argued that this wasn’t the “EA Spouse era” of months of weekend work and 10-hour days.
In games labor debates, “crunch” usually means compulsory or extended overtime, often in the range of 65- to 80-hour workweeks. Researchers and labor advocates tie it to burnout, mental strain, staff turnover, and weaker work quality. Critics also argue that even more limited overtime can be a warning sign when every release starts to depend on it.
Brammer also pushed back on the idea that crunch automatically points to bad management. He said new IP and late technical issues aren’t always solved by delaying a game, especially when studios are also trying to manage launches, updates, and public backlash. If you follow labor issues in games, this story is one to watch, given the union drives, the first multi-department game union in 2023, CWA-backed QA organizing, and the layoffs across 2023 and 2024 that have kept this argument front and center.
Wardogs is on sale now.