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McNamara: Bad press stopped us getting another deal

By Dan Pearson

Thu 10 Nov 2011 9:41am GMT / 4:41am EST / 1:41am PST

But lack of time to plan a follow up deal to L.A. Noire was also factor, says dev

Brendan McNamara has revealed that he believes bad press and being too busy to arrange a new deal were the two contributing factors in Team Bondi's failure to sign another deal after L.A. Noire.

Speaking as part of an extensive interview with Eurogamer, his first since Team Bondi went under, McNamara claims that the studio was too busy to arrange a new deal until the project was finished - by which time bad press had made it impossible.

"Mainly, I'd say because we got a lot of bad press about what it was like to work with us and our conditions," he replied when asked why the studio hadn't been contracted once the Rockstar game was finished.

"That, obviously, didn't come at the right time. To do a deal for a major video game probably takes about a year. We didn't start running around doing that stuff until well after the game was finished. That's the problem when a game is all consuming and you need to get out there and do whatever you need to do to get people to know it and interested."

Team Bondi entered administration not long after L.A. Noire was released, and reports suggested Rockstar would not work with the studio again, citing poor management and lack of vision.

Rumours of 110 hour weeks during a hugely extended crunch period arose, with emails leaked by studio staff confirming poor working conditions.

But in the interview, McNamara insists that those hours are not out of the ordinary for AAA development, and that they were never compulsory.

"Yeah, 110 hour weeks are tough," he agrees, "But not many people worked 110 hour weeks making L.A. Noire, I can tell you that. And it wasn't mandatory.

"It was just, yeah, it was hard, and it was brutal, but I would say, most of those triple-A games, when you aren't sure of what the technology is, and you aren't sure what the process is, it's going to be pretty difficult. Time's a finite thing. You can't extend it forever. We certainly had plenty of time."

McNamara also revealed that he has a new project in the works, a console title which he has been "pitching around for the last couple of weeks", although no further details were forthcoming.

From Recommendations by Taboola


Tameem Antoniades Creative Director & Co-founder, Ninja Theory Ltd

196 164 0.8
"McNamara insists that those hours are not out of the ordinary for AAA development"

In contrast, we send people home if we feel they are working too many hours as we want our staff to be remain productive.

Posted:4 years ago


Khash Firestorm Senior Programmer, MuHa Games

38 37 1.0
Why on the earth anyone should work more than 8h a day to finish the title? Good planning and organisation is all you really need.

110h a week is normal? I thought world currently fights with slavery not supports it as "normal".

40h a week is normal, extra 20h if its occasionally needed week or two in a year. Everything above is not acceptable and if employees allow to enforce otherwise then its sad.

Crunch is avoidable

Posted:4 years ago


John Donnelly Quality Assurance

313 38 0.1
The bad press aside, its another sign of now bad the studio management was if they could complete the game but also work on geting more work after the project ended.

Sorry Brendan but you brought it all on yourself and you know.

Posted:4 years ago

this all does not help improve the Australian game management scene

Posted:4 years ago


Klaus Preisinger Freelance Writing

1,498 1,896 1.3

110h work week, means you still get to sleep for 8h a day :p
The rest is all rainbows, as Mr. McNamara makes sure that from time to time water is sprinkled on the employees sitting in their water proof cubicles, causing personal hygiene to be at industry record heights. Nutrition is feed directly into the veins via the Wrist-Rest to Veins (TM) adapter. Spare time, hobbies or entertainment is no longer required, as the brain of Team Bondi employees is too occupied processing the honor of working in the games industry to crave for anything else to begin with.

How could any investor refuse to put money into that? Clearly, the press is at no fault.

Posted:4 years ago


Colin McBride Studying MA in 3D Design for Virtual Worlds, Glasgow Caledonian University

35 6 0.2
Sorry, Brendan, but your problems were entirely of your own making. Lousy management was at the heart of the Team Bondi problems. Blaming the press is pretty much just shooting the messenger. It'd be nice if you take some personal responsibility for making Australia that bit harder for people who are passionate about working in the industry.
I hate to say this kind of thing about anyone, but I actually think it would be better if you don't actually get a development gig ever again, as it would at least show that the sort of working practices you represent are no longer being tolerated by the industry.

Posted:4 years ago


Gregory Keenan

102 11 0.1
110 hour weeks are close to the amount the military do when on operations/tour. The only "me" time you get is eating and sleeping. I cannot imagine a worse type of torture than coding for 18 hours a day.

After reading the Eurogamer article, im really surprised at how flippant he came across about it. He is obviously a work-a-holic, but forcing(he claims he didn't, but I think he is underestimating the effect of a manger saying "could you work longer?") others to be when its not what they have agreed to is really harsh.

Posted:4 years ago


gi biz ;,

341 52 0.2
Why is this guy's name still around? He should be gaining his life in some factory now, or maybe betting on horses.

Posted:4 years ago


Bruce Everiss Marketing Consultant

1,692 595 0.4
Long hours in a job requiring intellectual or creative input leads to the law of diminishing returns applying, till you reach the point where more harm than good is being done.
110 hours a week is an utter joke, there are plenty of good books on project management that should prevent this situation occurring.
And it is not good for the reputation of the industry.

Posted:4 years ago


Mike Rusby 3d character modeller

21 1 0.0
110 hours per week is just plain ridiculous unless you are compensated for it. If I was still young and they were paying me time and half or double time, I would n't be complaining
I dare say if they had to pay overtime , then the hours would have stayed at reasonable levels.

Posted:4 years ago

"Brendan McNamara: Bad press stopped us getting another deal"

"Peter Sutcliffe: Arrest by Police ruined my good name"

No remorse at all.

This is why you fail.

Posted:4 years ago


jim ellis 2D/3D artist, design, illustration, concept artist, video editor

27 1 0.0
Goodness me - bad press - and who created that then? Long hours are just about acceptable for a only a very short period and should be exceptional.

Posted:4 years ago


Kevin Clark-Patterson Lecturer in Games Development, Lancaster and Morecambe College

295 28 0.1
110 hours a!? Normal practice for!? Bad!?

Taxi for Brendan McNamara!

Posted:4 years ago


Torgeir Hagland Sr Programmer, Gaikai Inc.

21 3 0.1
lol barry!

I did 660 hours in 6 weeks on one project... Suffered from severe burnout for the next 6 months, almost left the industry entirely after. When you're young and single you think of it as a rite of passage, but as you get older and/or get a family you realize that's it's not worth it. Worker smarter not harder.

There was a blog post the other day that was spot on, I encourage everyone to read it:

Posted:4 years ago


John Kauderer Associate Creative Director, Atari

42 19 0.5
Wow I hope he doesn't read Seeing so many respectable people in the industry calling him out must not leave the warmest or fuzziest of feelings.

It's pretty much proven that a well rested team will be more motivated, creative and productive.

I believe it was Insomniac that said something along the lines of, when you've left the office your brain is still thinking about the game. It's during those times away that you can see the project for what it is and that's when a lot of the best ideas happen. Of course that was a mangling of a quote I'm sure but you get the gist.

Posted:4 years ago


Tim Spencer Level Director, TT Fusion

12 14 1.2
""Mainly, I'd say because we got a lot of bad press about what it was like to work with *me* and *my* conditions," he replied..."

Fixed that for you Brendan.

Posted:4 years ago

I've read about "bad conditions" on team bondi, and though that employees were just being pussies...

but 110 hour weeks? That's coal mine working conditions.

Posted:4 years ago


Samuel Thomson Digital Artist

7 3 0.4
Just +1 to every comment so far, especially Mike Rusby!

Posted:4 years ago


Samuel Thomson Digital Artist

7 3 0.4
Just +1 to every comment so far, especially Mike Rusby!

Posted:4 years ago


Gareth Jones Software Engineer (Contract), Cisco Systems

66 198 3.0
"I was too busy to ensure the survival of my company."

Yeah, sure.

Posted:4 years ago


Neil Alphonso Lead Designer, Splash Damage Ltd

48 17 0.4
Blame is awesome. Now waiting to see the story about Mr McNamara being hired to work for a publisher.

Posted:4 years ago


Bernard Parker Studying game design, Full Sail University

23 4 0.2
Try Bad Marketing, Mr McNamara.

Posted:4 years ago

"Bad press stopped us getting another deal"

Good. It's just a shame he has no acknowledgement of what caused the "Bad press".

Posted:4 years ago


Tyler Moore Game Designer & Unity Developer

55 28 0.5
As developers, we need to fight this culture of "REAL developers work 110 hour weeks to get sh!t done", otherwise people like McNamara will continue to bully it into newcomers and our talent pool will keep suffering.

I imagine you had to work like that back when the skills to properly manage a game project just weren't there, but times have changed. This cycle happens in almost every industry, they learn that workers on average are most efficient at 40 hours and adapt the production cycle to fit, not the work force.

If 110 hours per week was actually more efficient/productive, it would be the standard worldwide. Like EA Spouse, former Team Bondi employees did the right thing by standing up.

Posted:4 years ago


Bonnie Patterson Narrative Designer, Writer

297 924 3.1
Companies need to realize that if the work can't be done in a normal working day, then they need to hire more people or take on less work. I can remember a time where my BF was basically told he would be fired if he didn't work 17-18 hour days, which in the UK is unbelievably illegal but they were counting on him not suing in case it looked bad when he applied for his next job.

Anyone sadistic enough to ask their staff to work 110 hour weeks (The normal working week in the UK being 37.5 hours) not only deserves to be out of work and to be laughed at with every application for a management position, but there should probably be an incident involving their genitals and a desk drawer.


For 110 hours.

Every week.

Work schedules like that destroy families, cause clinical depression and ruin lives.

Posted:4 years ago


James Berg Games User Researcher, EA Canada

319 428 1.3
110 hours is by no means normal for AAA teams. I'm not sure what fantasy-land McNamara lives in, but I'm glad the rest of us are living elsewhere.

I've done some 80-90 hour weeks, cracked 100 exactly once, but those are still quite rare. If your team needs 80 hours of work out of you, then things are going very badly. 60 hour weeks aren't uncommon, for short periods of crunch, but after a few weeks of that, motivation and effort output really take nosedives.

That being said, I think staunch 40-hours-and-no-more folks are taking an unrealistic view of things. Sometimes things go wrong, buffered time isn't enough, and folks need to work a bit longer to compensate. As long as it's not the norm, and compensation is provided, I don't think it's an unreasonable expectation, in our industry or others.

Posted:4 years ago


Hamish Millar Producer, Hothead Games

3 0 0.0
Certain things just aren't sustainable. I suspect that not landing a deal is just a symptom of that.

Posted:4 years ago


Sam Maxted Journalist / Community / Support

155 65 0.4
If you don't want the press to report on your crappy business practices, don't have crappy business practices.

It really is that simple.

Posted:4 years ago


Andrew Clayton QA Weapons Tester, Electronic Arts

150 8 0.1
Some managers really need to go back and learn about "diminishing marginal returns". It applies to the number of hours that an employee works too. If a manager doesn't work 110 hour weeks, his employees shouldn't either.

Posted:4 years ago


Crystal Steltenpohl Writer

2 0 0.0
No sympathy.

Posted:4 years ago


Matthew Aileru Studying Computer Science & Games Technology, City University London

4 0 0.0
...or rather "Bad management creating bad relations thus leading to bad press stopped us getting another deal"...

Posted:4 years ago


James Carlton Graphic Designer, nsquared

1 0 0.0
In other words: "I would have gotten away with it if it wasn't for you pesky kids!"

I'd really like to forget that year of my life, can people stop interviewing him now?

Posted:4 years ago


Dave Heironymus Lead Programmer (Gameplay), Team Bondi

1 0 0.0
I wish someone would give me some names of the people who worked 110 hours per week... I certainly never worked that many hours, and I couldn't name someone who did. If someone did work that many hours (and if you run the numbers, that's 15 hours per day over 7 days) then it wasn't at the behest of upper management.

The hardest week I worked was 80 hours in 5 days, and that's huge... but it was a one-off for a very important demo. For AAA games, it's common to crunch really hard for something like an E3 demo... as long as it's not happening all the time.

Yes, we worked very hard, and crunched for longer than we should have. But it was either give up, or keep going. We chose to keep going and released a great game... but hey, haters be hatin' ;)

Posted:4 years ago

Things like this need to happen so the cowboys out there get what is coming to them. In the long run this kind of justice it will improve the working conditions of the industry. Every dev crunches from time to time, but when it gets out of hand that's when people stand up and take notice.

Posted:4 years ago


Raphael Honore Localization Assistant Manager, Blizzard Entertainment Europe

31 3 0.1
How could this guy secure a new managerial position is beyond me... Even when you're 20 something, working 110 hours a week for several weeks has dire consequences on your health, even if you love your job.

Posted:4 years ago


Alfonso Sexto Lead Tester, Ubisoft Germany

1,166 1,297 1.1
Mr McNamara: You behavior is what prevented you from getting more deals; you are the only one to blame.

Posted:4 years ago

The guy should just keep his mouth shut, every time he opens it the verbal diarrhoea that spews out is just laughable.

Posted:4 years ago


Terence Gage Freelance writer

1,289 126 0.1
Colin - "It'd be nice if you take some personal responsibility"

I totally agree; I've read the full interview on Eurogamer and he seems completely un-remorseful and unapologetic. Blaming the press for reporting on these poor business practices is very misguided, and it doesn't sound like he's learnt from any of the mistakes and mismanagement which seemingly went on there.

Posted:4 years ago


Gordon Tumilty Programmer

1 0 0.0
I'd be interested to know how many of the Team Bondi staff remained in Australia. I'd be unsurprised if many of them went overseas but if the people talented enough to make LA Noire were still in the country, my view of the Australian games industry would remain high.

Not that publishers are necessarily going to see it that way...

Posted:4 years ago


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