Rockstar dev recalls "deception", "abuse"
The truth behind Red Dead Redemption?
Earlier this month Take-Two turned a profit, a feat that usually requires Grand Theft Auto. This time, however, it took the breakout success of one new game: Red Dead Redemption, a Wild West romp smothered with praise.
But at what cost?
One former employee has posted a revealing account of Red Dead Redemption's development at Rockstar San Diego - uncovering a working life of "deception", "manipulation" and "abuse".
That former employee is Zero Dean, whose blog post "My Life at Rockstar Games" now seems to have disappeared. A Google cache, however, reveals its contents.
As to its and his credibility, Zero Dean posts a quirky disclaimer accepting the caveats that come with a personal recollection. Zero Dean exists on LinkedIn, and his profile is linked to at the bottom of his blog post. Furthermore, his profile has been recommended by 13 people - 11 apparently from Rockstar San Diego. Zero Dean's job title was Senior Environment Artist on Red Dead Redemption.
Zero Dean joined Rockstar San Diego in 2007 and sensed something was "off" from the start; team bonding was "non existent", "no one had a clue what anyone else was working on and there was no feedback loop". Zero Dean decided to write a risky letter to his boss that eventually paid dividends and things improved, for a while.
"It really wasn't until after my first year at the company when people (higher-ups) started freaking out about how long the project had been in development, how much money was being wasted, and - and this is the big one - release dates," he wrote.
"And that's when the increase in the deception and manipulation by management began - slowly at first - and then over time it got totally nuts (by my standards)."
"Seriously," he added, "if the going-ons at the office had been filmed, it would've been a great comedy from a viewer's perspective, I'm sure. Sadly, it was real-life and hell for a lot of people - people talked about wanting to leave, but couldn't because they 'had kids', or 'a mortgage', or 'the economy is so bad' and 'no one is hiring'."
Zero Dean recalled how the hours increased from eight to 12, and days spread from five each week to six. Salaried workers weren't compensated for overtime but paid for a standard 40-hour week.
"Morale continued to deteriorate as the lies increased. And everyone was on edge. And we were being spoken to in meetings like incompetent 10 year olds," he wrote.
After months of cleaning someone else's shoddy and rushed work, Zero Dean was given responsibility of creating the Mexico part of Red Dead Redemption. But things turned sour when he tried to encourage his three-person team by sending them a private email.
"A few minutes later I was called into a meeting and was subjected to a complete fit of swearing and screaming for about 10-15 minutes," he remembered, "by an 'I'm obviously in charge here' higher-up who was, let's just say, not very popular amongst some - or maybe most - employees I ever came in contact with."
It was at that point Zero Dean realised emails were being monitored.
"How the f*** dare I say the (obviously unrealistic) schedule was unrealistic to three people in a private email?!" he recalls being told. "I was abusing my responsibilities as a Lead (how ironic)! It went on and on. "I felt like I was being dressed down by a drill sergeant - I mean in the most realistic sense. I felt like I'd somehow been transported to the military at that moment."
Zero Dean was nearly "fired on the spot" and "immediately stripped" of his responsibilities. He kept his vapid job title, and was told the management wouldn't "embarrass" him by sharing what had happened.
"So I rolled with the punches for as long as I could, but it became really difficult to ignore how ridiculous things were getting, not just for me but for everyone. And I came to realise that I'd somehow been sucked into thinking that it was all somehow OK. That is was OK for me to be working 12 hours a day," he wrote, "six days a week without compensation.
"That is was OK to be lied to and manipulated in the workplace. That it was OK to be spoken to by management as if you were child. That it was OK if management screamed at and abused people while their peers looked on (I wasn't the only one). And that is was OK I was letting real-life pass me by as a result of all this.
"It wasn't OK," he added, "It was actually far from OK.
"It wasn't until my boss took credit for my work - and politely argued with me about who had actually created it (I had the original documents on my desktop) - that I went back to my desk and started cleaning it. And then I realised I wasn't cleaning it, I was packing."
In retrospect, Zero Dean realises he should thank that his boss who effectively "pushed me out of hell".
"And thank you Rockstar," he added. "You taught me exactly how I don't want to run a business or treat employees (or human beings) ever."
Eurogamer has reached out to Rockstar for comment.
The world that Zero Dean built.
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Comments (84) Latest comment 1 year ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
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Amazing the game turned out as well as it did. Hopefully the talent lands on its feet and gets back to making great games in a supportive setting. They deserve all the praise the game is receiving.
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Its difficult to be brave when others welfare depend your gainful employment, and in situations like that it seems that your choices were suck it up or leave.
If you had a family depending on your wage what would you do? Take into account that when your next employer asks your previous one for a reference what are they going to say?
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Had a small sample of the whole 'lets work 7 days a week from 8am to 11pm for no extra pay' while working at Codemasters a load of years back - good old E3 demo crunch time - but it was never as bad as what im reading here. I did hear that in one of the other internal studios headphones and laughter were banned (i shit you not) - as laughter meant you weren't working, and music is a distraction...
And yet people demonise Unions...
Nothing will improve unless games artists/writers/musicians and coders are represented like actors and screen writers are in holywood.
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Ended with me dressing down the boss infront of everyone and storming out.
All credit for him keeping his cool.
This type of environment is just bad for everyone involved and often doesnt produce much of any merit. Its a credit to the team working under such terrible conditions that they put this game out in the state it is.
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Always liked John Carmack's approach of 'it's released when it's done'.
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WORK FOR MY ENTERTAINMENT!
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Take them to court instead of writing a blog.
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Man responsible for dull middle act of fantastic game releases arsey blog. More at 11.
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If you read after that, he was relived of his responsibilities, so he didn't create that part of the game.
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I really understand what the guy had to go through. While not nearly as bad as his situation I am currently going though something a bit like this at work (I am not working in the gaming industry however).
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Indeed, this is not the first time we've heard reports of this kind coming from employees at Rockstar.
I hate to say it, but for this reason I may just not buy a game made by them ever again. I know it won't matter to them, but out of principal. And Sven, sounds like you'll fit in just fine with their management team...
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I can understand that the environment must have been miserable to work in, but even with the unpaid overtime wasn't he not already getting a hefty salary anyway?
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@sven_vath Try to read moar. He didn't get paid ANYTHING extra for the overtime. He isn't complaining about overtime rates, he's complaining that he worked 20-30 odd extra hours a week and wasn't earning anymore than a normal 40 hour week. Thats not on regardless of what others would do for his job.
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a certain amount of overtime is expected as an exception to the rule - but shifting a 40 week to a 72 hour week without upping people's pay is just wrong, no wonder they made a profit cause they essentially used slave labour to create the thing
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Man responsible for dull middle act of fantastic game releases arsey blog. More at 11.
He was an Environment artist. He didn't create gameplay, just the (stunning) environment of Mexico. If you thought it was dull you should address your concerns at the designers not the artists who did an incredible job.
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Sat, Dec 18, 2010 4:24 pm | by Zero Dean | Blog
[Let me just say before I start this — and to clear up any potential misunderstanding as to why you should question my credibility here — because for obvious reasons I have to say this — as far as working at Rockst*r goes:
I was totally incompetent. Lazy. Disruptive. A rebel. An instigator. Disrespectful, not only in general, but of authority as well.
Not only was I totally clueless and had no real understanding of the actually going-ons at the company, I was basically an all-around trouble-maker. Oh yes, and an ignorant know-it-all. In fact, most of what you are about to read is probably lies or the work of a totally delusional person.
Also, not only do I clearly have my own agenda here — I am also trying to make myself look good, as if I am a model employee, but I am not. I was a bad, bad employee.]
The following is most likely a complete fabrication — unless it’s all true. Who knows, right? Any reference to anything resembling actual people, places, or events is purely coincidence."
very odd
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You're an idiot.
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How about many disgruntled employees? This isn't the first story of its kind to come from Rockstar.
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http://www.gamasutra.com/blogs/RockstarS...
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]http://www.direct.gov.uk/en/Employment/E...[/link]
Nice to see that you can still legally get the 'domestic servant in your private house' to do more than 48 hours work in a week?!
Ouch.
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"what kind of lead motivates his workers by email?!"
You really are trying every angle on this one aren't you.
How about we just all agree you don't know what you are on about (as opposed to everyone except you agreeing you don't know what you are on about, which is currently what is happening) and save you a lot of effort.
What kind of lead motivates by email indeed, what a truly ridiculous question.
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You clearly haven't worked as a developer in the entertainment/digital industry. I have. It's horrible. I am very skilled at what I do, and I expect to be fairly compensated for my time, and to be treated respectfully. I will happily work overtime if I have pride and respect in the project I am working on. Unfortunately, the entertainment industry attracts, amongst some very gifted technical people, a rather large amount of deceitful people - they're 'necessary' for sales and promotional purposes, allegedly.
Having worked in the private/corporate industry writing 'boring', multi-million pound software, and having worked for an entertainment-industry based company writing a some code for a very high-profile game amongst other high profile brands, I can assure you that I will never work for a video game company, ever, unless I own it.
tl;dr: I do have the high-profile brands on my CV and they do open a few more doors - but it doesn't bring back the days, hours and minutes lost that could have instead been spending time with my family, friends and living life in general. The damage done is Not worth the trade.
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That the game turned out well in the end does not mean it was not hell to work on, or that it did not take longer than planned (we KNOW it did), or that it didn't cost more to amke than was originally budgeted (we KNOW it did).
As for how Gordon Ramsey might communicate with his kitchen staff... wtf, could you possibly think of a less effective analogy? Email is just one form of communication, and the suggestion that motivation can only be delivered in person is a nonsense of the highest order. Q. are you David brent?
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Troll much?
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"you need to put in the blood sweat and tears to get something amazing out... "
Nonsense.
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Either that, or you're a R* shill. Either way, begone, cretin.
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Imo there is nothing ignorant or clueless about his comments, no matter how much you want to insult him. It might be deplorable and abusive practice but it's also very common in the creative industries that you have to work crazy (mostly unpaid) extra hours, especially during crunch times when a deadline approaches.
The reason for this is that such jobs (advertising, design, game development etc) are high in demand and if you don't like the conditions, there are two dozen who'd take your position in a heartbeat. I know of a few architecure grads in NY who worked for NOTHING just to get that fancy office name on their resume. Again, I am not endorsing this, but it's a reality and if you sign up for the ride, you better be prepared.
What I don't like about that Zero guy is that he is indirectly complaining about the lack of solidarity from colleagues who decided to bite the bullet and stick in there for various (imo) much more viable reasons (children to support, fear of unemployment etc.)
It's also not the case that he was working 12 hours on some inhumane job (like knitting H&M T-shirts, digging for coal, or packing iPhones) for the daily salary of a Starbucks cappucino – unlike a billion Asians, of which none has the time or the means to run a blog about 'deception' and 'abuse' in the workplace.
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Yes, because they don't speak the truth. Telling it how it is, even if that's dissenting, or blunt and ungentlemanlike, is always the best practice.
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Every single time I fire up RDR, I think of those guys who slaved away to create what would become the GOTY 2010. I'm proud to have paid it full price in order to show my appreciation to the massive work they did -- and at the same time, I'm ashamed that my money ended up in the management's pockets.
Hola Zero Dean, I salute you from Nuevo Paraiso.
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This is Rockstar San Diego. How about the other Rockstar studios?
It is obvious that sven_vath has never been a lead in anything. Do you even know how software companies work? Have you seen inside of one? Do you know how many diffirent people there are? What projects each person is working on? Should you have a meeting every time you want to motivate your team, maybe three times a day (that's about 15-30 minutes away from actual work, each time) - thus distracting them from actual work rather than just send an e-mail that takes them maybe up to 5 minutes away from their work each time?
Maybe sven_vath is that paranoid management guy that likes to monitor his employees e-mails like some kind of an Orwellian dictator?
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Why is other industries have unions to support them, and most tech/creative industries are completely abused by a clue-less management with no recourse.
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Industry managers can treat their employees like rubbish, because they can. There are more prospective employees than there are vacancies.
The games industry is perceived as being glamorous, and therefore there are a lot of people who want to break into it. Lots of British universities run game or animation courses and churn out hundreds of graduates each year.
Additionally with the current state of the economy there have been a a few high profile closures of large studios, which has meant an influx of experienced staff onto the jobs market.
You don't like working for that large midlands-based developer? Tough. Leave and they can hire some one new in a few weeks. Maybe an ex-employee of Real Time Worlds or Reflections or Bizarre Creations. Maybe a recent graduate on half your salary.
I'm not condoning this, but that is the reality on the ground. Additionally there's the issue of 'prestige' good firms can pay less because people want to work for them more (zero-dean mentions repeatedly how he was working for "Rockst*r-effing-games!"
There are parallels in other sectors - Pixar are the best animation studio in the world (imo) and one of the most financialy successful film studios in history. They pay far less than Dreamworks or blue Sky. Prestige :/
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Post-it notes are the lifeblood of management, far more important than common sense and people skills.
This is depressingly accurate.
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If you disagree with the outcome at the second stage of your companies internal grievance procedure then you have the option of tribunal, so the first question any tribunal will ask when you bring a claim of constructive dismissal is why you didn't come to tribunal that way instead of quitting and claiming constructive dismissal.
In the sort of circumstances experienced by the RDR guys, the best course of action would be to take time off due to stress caused by workplace bullying and harassment. Here in the UK your employer would then have a responsibility to refer you to an occupational health provider where you'll have an interview with a doctor. On the whole those guys will take your side, what with them being proper doctors and having ethics and whatnot, and from there you can start building a case against your employer.
Faced with that, most bullying employers will quickly change their ways; some don't though.
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we're talking highly skilled work here, any company that is worth working for realises that the people who make the stuff are the most important asset. Unfortunately not many take this approach, that's why I prefer to work freelance where the relationship is more honest and balanced
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They could just close down the studio and move work over to a new R* Shenzhen or wherever
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Me, a toff?
Haarhaarhaar.
Pompous... well, faced with you, its really hard not to be.
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But you and sven_vath aren't talking about the same thing.
You are quite right that this sort of practice does exist in the business (though its not as common as you might think - bad news just shouts louder).
sven_vath on the other hand seems to think that bad practices such as those described are the only way good games get made (plus some tosh about how leads should do their job). It is this that is nonsense and uninformed. it is entirely possible that a good game results from a terrible working environment, but if the working environment is GOOD the same quality game will be made for less money and less time.
RDR was over budget and over schedule. That is surely not a reality that our industry should be embracing as "the way it is". It is incompetance, nothing more and nothing less. Quality can fight it way out of a badly run project, but it does so IN SPITE of the problems, not because of them.
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Ahh, so Rockstar San Diego is run just the same way as Rockstar North, then?
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They could, of course, but at tremendous cost, and absolute certainty of not reaching their deadline. Managers often think their programmers are expendable, and if you need to make a deadline you can just throw in some more, but practice has shown time and time again that getting new people to understand the already written code only stalls the project considerably.
Bullies pick easy targets. The employees should get more self respect and simply say no, and if you kick us out, your project will go over budget and then it's your job.
Of course that's easy for me to say, if it's not my job on the line and my mortgage I have to pay. The main problem is of course not just that game developers should get more self respect, but also that all these programmers, artists and the like get hired on a project basis, and need to have some good references once they're out on the streets looking for the next project. Whereas the higher echelons all have their full-time jobs. A union could certainly help here.
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They'd need a crowbar to get my boot out of the fuckers face.