Wardogs lead says the studio won’t hire people who decry crunch on social media

Joe Brammer, CEO of Bulkhead Interactive, sparked controversy by publicly stating the studio deliberately avoids hiring developers who oppose crunch work schedules. The remarks came during an interview with The Game Business following Wardogs’ successful Early Access launch on September 10, which sold 2 million copies within five days.

When asked about the studio’s approach to crunch, Brammer acknowledged that intensive overtime occurs at Bulkhead but framed it as a deliberate trade-off. He described the model as a “balancing act,” where teams work intensively for several months before having the opportunity to reduce intensity without fear of retaliation. Brammer stated that in the final three months before Wardogs’ launch, the game took priority over developers’ personal lives, but emphasized this was temporary.

Brammer defended the practice by arguing that developers who genuinely care about their work will feel valued by the intensity, stating: “If you care about the work you’re making and the result of what you make here, you’ll feel really valued. If you don’t, you will feel slave-driven.” He characterized Bulkhead as a place where people “come to work hard” and suggested that filtering for crunch-acceptance during hiring ensures cultural alignment.

The CEO’s candid remarks have drawn criticism from industry colleagues. While Brammer stated the studio tries to avoid crunch and doesn’t hide its existence, his explicit commitment to excluding crunch-averse developers represents a controversial stance amid increasing industry focus on work-life balance.

Sources