Game On: Wardogs Studio CEO Fires Back Amid Controversy Over ‘Anti-Crunch’ Tweet Culture!

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Bulkhead CEO Faces Backlash Over Crunch Culture Comments

⚡ Quick Read (30-Sec Summary):

  • Joe Brammer, CEO of Bulkhead, discusses crunch culture amidst backlash following a podcast interview.
  • Brammer clarifies comments about monitoring applicants’ social media as informal reflections of studio values.
  • Wardogs, Bulkhead’s recent game, sold 2 million copies within its first five days of release.

Joe Brammer, CEO of Bulkhead, known for developing titles such as The Turing Test, Battalion 1944, and the successful Wardogs, has sparked controversy after discussing the company’s work culture in a recent podcast. His comments regarding “crunch” practices led to heated discussions on social media.

Following the backlash, Brammer issued a statement to Eurogamer elaborating on the studio’s crunch culture and addressing his remarks about reviewing the social media accounts of job applicants—a practice that raises potential legal concerns in the UK. He characterized this reference as “speaking informally about our culture.”

The controversy arose during Brammer’s interview on The Game Business, where he stated that he expects team members to engage in crunch when necessary. “A lot of people who may have an issue with crunch – rightly so, I understand that issue… we don’t hide that this is going to happen at some point,” he said, indicating that those uncomfortable with crunch may not fit well in the studio environment.

Brammer further explained that social media checks would be conducted, stating, “if you’re constantly tweeting anti-crunch messaging… you’re not going to be happy here, so we’re not going to go with you.”

Following these remarks, Brammer defended himself against claims that he advocated for mandatory crunch, particularly criticizing an article from PC Gamer for suggesting such a policy. He highlighted several practices at Bulkhead, such as a four-day workweek implemented for part of the game’s development, and noted that 80% of the company’s shares are owned by 50% of its staff.

While he did not label crunch as “mandatory,” Brammer acknowledged its expectation within the studio. He emphasized that the company strives to create a supportive environment, stating, “It’s about balance, and helping people… a company where they can say, ‘I’m tapping out’ and not feel like they’re going to get fired for tapping out.”

Brammer discussed the nuances of crunch in the gaming industry, which is often viewed critically due to its history of enforced overtime. He described the studio’s approach to labor, recognizing the need for self-awareness among staff about working hours and their impact on personal lives.

During his detailed discussion, he also described the company’s challenges with work-life balance initiatives, including a previously attempted paternity leave plan that was found ineffective. Rather, the studio has adjusted its policies to better support employees during significant life events.

“In June 2026 we were late for the Wardogs beta build…we clearly stated that we needed to crunch. It was optional; four people opted out, nothing happened to them and nothing will,” Brammer stated regarding the specific circumstances of crunch associated with the game’s development.

In light of the criticism directed towards monitoring social media, Brammer reaffirmed the studio’s commitment to operating within UK employment and data protection laws, clarifying that interactions with public information are aimed at ensuring a good cultural fit.

As for the success of Wardogs, which sold 2 million copies within the first five days of its release on Steam, Brammer indicated that employees who contributed to its success, particularly those who own shares, may receive bonuses as a reward for their commitments.

He concluded, “If we’re going to be a company that says, ‘We do crunch’, then we have to also say, ‘But you get something for it.'”

News Courtesy of Eurogamer

Muhammad Khan
Muhammad Khanhttp://theinfotainer.com
I’ve been writing and editing gaming news for over 5 years. Big fan of breaking down what’s happening in the industry, tracking new releases, and sharing quick, honest takes on everything video games.

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