Joe Brammer, the chief executive of Bulkhead—the studio behind the hit tactical shooter Wardogs—has taken the time to clarify his stance on the contentious issue of crunch in game development. In a recent interview with Knowledge, Brammer was quick to assert that he does not endorse the practice of forced overtime, commonly referred to as "crunch," but rather champions a culture of diligent effort and dedication.
The conversation was sparked after Brammer made comments to The Games Business suggesting that Bulkhead would not bring on team members who "constantly tweet anti‑crunch messaging." Those remarks were met with a wave of criticism from industry observers and fans alike, prompting the CEO to issue a more detailed response. He later spoke with Eurogamer, explaining that his staff had been working an additional two hours each day from Monday through Thursday for a period of four weeks, and that the studio operates on a four‑day work week schedule.
"Just to be clear for the record, I'm not pro‑crunch, I am pro‑hard work. I just love making games," Brammer told Knowledge. He went on to note that the definition of crunch is notoriously vague and highly subjective.
"If people put in overtime, they should be compensated for it," he said, drawing a line between voluntary extra effort and exploitative expectations. Brammer reflected on his early days in the industry, recalling what he described as the "EA Spouse era," when developers were expected to endure two‑year development cycles punctuated by six months of weekend work and ten‑hour days. He labeled that approach as "horrendous behaviour" that was deliberately planned by companies, rather than an unavoidable side effect of production.
Addressing the personal criticism he has faced regarding his leadership style at Bulkhead, Brammer dismissed the notion that his policies simply amount to poor management. "I really don't agree with the 'it's just bad management and bad production' argument against crunch," he said, calling such a viewpoint "bullshit." He highlighted the technical challenges inherent in creating a new intellectual property, especially when leveraging cutting‑edge technology. "We helped develop some of the tools in Unreal Engine 5; we're operating at the very edge of what's possible," Brammer explained.
When technical hurdles arise, he argued, delaying a release by a month is not always a viable solution. Brammer also emphasized the difference between private and public conversations about work practices.
"The conversations that happen in private are a lot different than the conversations that happen in public. I would bet that more people agree with me," he suggested, implying that internal staff may share his perspective on the balance between hard work and reasonable expectations.
Bulkhead itself is a relatively new entity, having been spun out of Tencent in December 2025. Despite its youth, the studio has already made a significant impact on the market.
Wardogs, its flagship military shooter, has sold over three million copies in just the first eighteen days since launch, a remarkable achievement for any new title, let alone one from a studio still finding its footing. Earlier in the year, Brammer spoke with GamesIndustry.biz about the studio's transition from Tencent's umbrella and the strategic goals for Wardogs.
He outlined a vision of delivering a high‑quality, immersive experience that pushes the boundaries of realism and tactical gameplay. The success of Wardogs, both commercially and critically, has reinforced Bulkhead's confidence in its development philosophy. The broader debate over crunch remains a polarizing topic within the gaming community.
Critics argue that excessive overtime leads to burnout, health issues, and a decline in creative quality, while some industry veterans contend that occasional periods of intensified effort are sometimes necessary to meet tight deadlines or overcome unforeseen technical obstacles. Brammer's comments sit squarely in the middle of this discourse: he acknowledges the dangers of a systemic crunch culture but maintains that a motivated team willing to put in extra hours—when properly compensated—can achieve remarkable results.
In practice, Bulkhead's four‑day work week is intended to provide employees with a better work‑life balance while still allowing for focused periods of intensified development when needed. The extra two hours per day that Brammer referenced were presented as a temporary measure, not a permanent expectation. By framing these additional hours as a short‑term boost rather than a baseline requirement, Brammer hopes to demonstrate that the studio values both productivity and employee well‑being. Looking ahead, Brammer is optimistic about the future of Wardogs and Bulkhead's next projects.
He believes that the studio's commitment to cutting‑edge technology, combined with a culture that respects hard work without crossing into exploitation, will continue to attract talent and deliver games that resonate with players worldwide. As the conversation around crunch evolves, leaders like Brammer are tasked with navigating the fine line between ambition and sustainability, striving to create an environment where creativity flourishes without sacrificing the health and happiness of the development team.