Artists are often overworked and undervalued. For animators at Naughty Dog, the studio responsible for The Last of Us and soon-to-be-released The Last of Us Part II, this trope is simply a way of life. Crunch culture is so endemic to Naughty Dog’s work environment that many of the studio’s developers are starting to speak out.

The Last of Us franchise is heralded as one of the best games of the decade and it’s linear storyline one of the strongest. But, in light of recent reports, the success of the game is being overshadowed by the strain the studio has put on its employees. Under wide-release pressure, Sony often makes use of deep pockets to fund delays in the release of popular titles as a way to ensure success. But the developers are the ones working overtime.

On Twitter, Naughty Dog animator Johnathan Cooper began a thread in response to a Kotaku article that turned the spotlight on Naughty Dog’s unsustainable work conditions.

Cooper’s first claim highlights Naughty Dog’s attempt to keep their secret sauce (overworking employees) away from prying eyes. He then goes on to detail the effect that “crunch time” has on many of the studio’s animators. A few, according to him, were even hospitalized.

Related: A New Report Alleges That Naughty Dog's Crunch Culture Is Out Of Control 

Naughty Dog’s habit of pushing animators to their breaking point is well known within the industry. Which is why many seasoned animators steer clear of the studio and why Naughty Dog has a near 70 percent attrition rate. As a result, the studio’s balance between junior designers and veteran animators (who can often choose which projects they work on) is way off—leading to even more of a crunch when it comes to reworking scenes and hitting deadlines.

The perfectionism that Naughty Dog looks for in potential employees is undoubtedly responsible for the quality of their games. The Last of Us and the Uncharted series demonstrate breathtaking attention to detail. But the steps they take to get there belies an industry-wide problem–one that’s shared by studios that create animation and CGI for film, as well.

The health and safety of employees are now pulled into question with increasing frequency. Still, Naughty Dog management doesn’t see an issue when it comes to crunching. “People just naturally do it,” says resident Ethan Wells to Kotaku. “Because we hire a particular type of person who’s motivated and passionate and wants to leave their mark on the industry. That’s why they come to Naughty Dog.”

Studies like Naughty Dog can’t run this way forever. The unsustainability of the model that’s currently being used to churn out groundbreaking titles is apparent. Which will give first, the studios or the employees that support them?

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