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Team Bondi Lead Rebuts Attacks Against the Company

Lead gameplay programmer Dave Heironymous pens an open letter to the IGDA telling Team Bondi management's side of the story.

"I know, I know. I'll be labelled as 'Brendan McNamara's sock puppet' or worse," begins Dave Heironymous' post on GamaSutra today, "You'll just have to take my word that I'm doing this because I enjoy working at Team Bondi and don't want to see it destroyed by anonymous ex-employees."

Team Bondi's Dave Heironymous says the story of the studio's work practices has been a one-sided argument thus far.
Team Bondi's Dave Heironymous says the story of the studio's work practices has been a one-sided argument thus far.

Heironymous is one of Team Bondi's original employees, having joined the company straight out of University as a junior programmer, and eventually worked his way up to a position of team management. He spent the last four years working as L.A. Noire's lead gameplay programmer, and self-identifies as one of the "management goon squad" referred to by the ex-employees of the studio who have decried the working conditions at the studio in recent weeks. Heironymous had much to say on the subject of Team Bondi's working practices, and his own experiences with the alleged crunch hours that have drawn so much ire.

In Heironymous' mind, longer working hours were an inevitability of the development process. Indeed, most developers will tell you that crunching is simply a fact of making a game, but the issue many have taken the studio to task for regards falsified claims of crunch hour needs, pertaining to perpetually missed release dates and milestones. However, Heironymous says that no one at the studio worked any harder than management themselves did, and that compensation for additional hours was routinely given.

Recognising that working on the weekend was inevitable, Team Bondi put in place a scheme to (generously) reward employees for their weekend days spent at work. Additionally, in the last 6 months of the project a scheme was put in place to reward employees for staying back late on weeknights, and this resulted in myself and most of my team getting an additional 4 weeks of leave upon completion of L.A. Noire, on top of the weekend working payment.
Towards the end of the project I was probably working (on average) around 65 hours per week. Apart from a few isolated cases (various demo builds) this was the highest my regular hours ever got to, and at no time did I ever work 100 hours per week. If you think about it, that's 14 hours per day, 7 days per week, which is huge. I can't say that no-one ever worked 100 hours per week, but those sorts of hours were not encouraged. In fact, if someone on my team was working that hard I would have done my best to stop them.
I never (and in my experience, neither did any of the other managers) expected anything from my team that I didn't expect of myself. The management team at Team Bondi was not ensconced in an Ivory Tower working normal hours while everyone else crunched. Brendan himself worked very long hours and few of us here in the studio are aware of how grueling the DA and motion capture shoot in LA was.

In regards to the accusing parties who have repeatedly commented (albeit anonymously) on the dire working conditions at the studio, Heironymous challenged their motivation for coming after the company.

== TEASER ==
If the motivation were to see improvement in the working conditions at Team Bondi, then I'm all for it. I have a wife and friends who didn't see very much of me during the latter stages of L.A. Noire, and I'm lucky my wife was so understanding. All of the management and staff at Team Bondi want to improve our processes so we can make even better games in a decent timeframe, without burning people out along the way. However, some of these comments in recent stories seem to go beyond that. Some ex-employees who left the company years ago want to see Team Bondi destroyed. They want to see 35 game developers out of a job. That seems to me to be a less laudable motivation.

At no point in Heironymous' missive does he lay down any theories as to why former employees would be banding together to ruin the studios' reputation, nor does he address the crediting issues that left a hundred former employees without published credit for their work on L.A. Noire (most recently covered by our own Patrick Klepek here). However, Heironymous does concede that over the course of the game's lengthy development cycle, some mistakes were likely made, and simply asks for the chance to improve on things for the future.

Saying all of this, no-one at Team Bondi is under the illusion that crunching is a good way to work and we're actively working to learn from our mistakes for our next project. The people at Team Bondi are great to work with and I'm confident that we can make Team Bondi a leading game studio on the international stage.
Please think about that when you talk about boycotting L.A. Noire or about how heinous Team Bondi is. There is a team of dedicated game developers here in Sydney that look forward to learning from their mistakes, improving on their successes and taking on the world again next time around.
Alex Navarro on Google+

124 Comments

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hermberger

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Edited By hermberger

Can we be done with this yet? Evil people are never as evil as you think they are (Bondi) and good people are never as good as you think they are (pissed off employees). Both sides have their reasons/gripes for what happened, the only thing they can do is try to keep this from happening again. Hopefully people will calm the fuck down, and maybe get back to making some really awesome games again.

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rogsim

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Edited By rogsim

I'm picturing this guy sitting there with McNamara's arm up his backside controlling his every mouth movement as a pre-recording of "Towing the Company Line 101" plays in the background.

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Rick_Dakan

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Edited By Rick_Dakan

No mention at all of the not paying people for overtime if they left or were fired before the game shipped. That, to me, is the most egregious sin here (out of many). The hours are terrible in and of themselves, but not paying people for them is plain evil.

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justin3d

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Edited By justin3d

"They want to see 35 game developers out of a job."

So is he saying there are only 35 devs left at Team Bondi? That seems like a really low number.

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Curufinwe

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Edited By Curufinwe

Weasel words that just make Team Bondi look even worse.

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Akrid

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Edited By Akrid

Seems like this guy is a bit misguided in wanting to keep the company together... Hell, if I was promoted to team lead I would want to stay that way too!

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Mr_Skeleton

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Edited By Mr_Skeleton

A: Truth

X: Doubt

Y: Lie

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ApolloBob

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Edited By ApolloBob

I don't see anything here that really refutes the worst of the allegations or that really says much of anything besides "We're doing our best, please don't take my job away".

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jozzy

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Edited By jozzy

@RE_Player92 said:

I'm glad Dave Heironymous came out with these comments but I would have also liked Brendan McNamara make similar comments. Instead he seems like a douche still, to me anyway.

totally agree with this. this controversy wouldn't have gotten this out of hand if McNamara would have replied in the manner this guy did. If it's the truth or not, this is better than his reply which basically boiled down to an acknowledgement of the accusations with an extra dose of "Deal with it".

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walreese55

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Edited By walreese55

I don't believe him, or the narrative he's trying to push. The crux of the argument is that about a 100+ employees were in crazy working conditions that made them work 80 hour weeks, sometimes 7 days a week. Of course he's not going to agree with that, he still has a job he risks losing. He's trying to back up his company but he has yet to definitely rebut the crux of the argument. Most of the people who have an issue with the company don't take issue near the end of the game, they take issue in the years leading up to the release where they had horrible leadership and no idea when the game was truly going to ship. These people were lied to about ship-dates and yet were expected to work to the bone uncompensated. If you're working weekends, saying you'll get paid when a product ships, even though for the majority of the dev cycle you didn't actually know when the ship date was, is bullshit. Getting paid extra per paycheck is a more instant way to feel the value of your work, that you're not sweating blood for nothing. You want to see what you worked so hard for now, not some time years from now. It's basic decency, I really don't think it's out of line or a conspiracy to demand due compensation for fucking insane work hours.

The company pretty much held a gun to the head of their employees, essentially holding what they earned hostage. That is what people are angry about and one guy trying to save his ass by saying that everyone was working hard does nothing to rebut the crux of the argument

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SSully

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Edited By SSully

I still think he might have done some unfair stuff, but I do not think he did anything he didn't think was nessecary. I believe that he worked as hard as everyone, so everyone suffered. But that still doesn't make it right.They obviously need to think of a different way to run that company.

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ADarkMatter

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Edited By ADarkMatter
@Korolev said:

"I know, I know. I'll be labelled as 'Brendan McNamara's sock puppet' or worse,"

Too right you will mate. I'm not saying he's lying, I'm just saying he's probably lying.

Then you should press doubt sir.
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Bestostero

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Edited By Bestostero

This is just sad, what an ugly story behind a great game, it kinda tarnishes the game imo.

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veektarius

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Edited By veektarius

Whatever stories I hear about their work practices, I'd probably need to start seeing some actual lawsuits (and won lawsuits would be better) against a company before I considered altering my purchasing habits.

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Xander

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Edited By Xander

" I never (and in my experience, neither did any of the other managers) expected anything from my team that I didn't expect of myself. " 
 
In other words, it's okay to overwork your employees for years, lying to them, so long as you overwork, and also lie to, yourself.

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ZombiePie

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Edited By ZombiePie

65 hours per week? He throws that out there as if it isn't a big deal. That's not healthy. Just putting it out there.

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deactivated-5e4c2a5a814e8

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Heironymous Vs Anonymous? 
 
Really???
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vitor

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Edited By vitor

Fact is, he doesn't outright deny any of the more serious allegations. He's just dancing around the issue.

This just makes me further believe that conditions there were indeed miserable.

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korolev

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Edited By korolev

"I know, I know. I'll be labelled as 'Brendan McNamara's sock puppet' or worse,"

Too right you will mate. I'm not saying he's lying, I'm just saying he's probably lying.

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deactivated-5c5cdba6e0b96

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I'm sure their may have been some problems at the studio, but I bet a lot of it was over exaggerated and blown out of proportion.

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RE_Player1

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Edited By RE_Player1

I'm glad Dave Heironymous came out with these comments but I would have also liked Brendan McNamara make similar comments. Instead he seems like a douche still, to me anyway.

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bacongames

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Edited By bacongames

Whatever anyone thinks of his rebuttal, I respect that he put his name out there knowing the possible backlash he'll get.

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Solh0und

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Edited By Solh0und

This is messed up.

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Edited By alex

"I know, I know. I'll be labelled as 'Brendan McNamara's sock puppet' or worse," begins Dave Heironymous' post on GamaSutra today, "You'll just have to take my word that I'm doing this because I enjoy working at Team Bondi and don't want to see it destroyed by anonymous ex-employees."

Team Bondi's Dave Heironymous says the story of the studio's work practices has been a one-sided argument thus far.
Team Bondi's Dave Heironymous says the story of the studio's work practices has been a one-sided argument thus far.

Heironymous is one of Team Bondi's original employees, having joined the company straight out of University as a junior programmer, and eventually worked his way up to a position of team management. He spent the last four years working as L.A. Noire's lead gameplay programmer, and self-identifies as one of the "management goon squad" referred to by the ex-employees of the studio who have decried the working conditions at the studio in recent weeks. Heironymous had much to say on the subject of Team Bondi's working practices, and his own experiences with the alleged crunch hours that have drawn so much ire.

In Heironymous' mind, longer working hours were an inevitability of the development process. Indeed, most developers will tell you that crunching is simply a fact of making a game, but the issue many have taken the studio to task for regards falsified claims of crunch hour needs, pertaining to perpetually missed release dates and milestones. However, Heironymous says that no one at the studio worked any harder than management themselves did, and that compensation for additional hours was routinely given.

Recognising that working on the weekend was inevitable, Team Bondi put in place a scheme to (generously) reward employees for their weekend days spent at work. Additionally, in the last 6 months of the project a scheme was put in place to reward employees for staying back late on weeknights, and this resulted in myself and most of my team getting an additional 4 weeks of leave upon completion of L.A. Noire, on top of the weekend working payment.
Towards the end of the project I was probably working (on average) around 65 hours per week. Apart from a few isolated cases (various demo builds) this was the highest my regular hours ever got to, and at no time did I ever work 100 hours per week. If you think about it, that's 14 hours per day, 7 days per week, which is huge. I can't say that no-one ever worked 100 hours per week, but those sorts of hours were not encouraged. In fact, if someone on my team was working that hard I would have done my best to stop them.
I never (and in my experience, neither did any of the other managers) expected anything from my team that I didn't expect of myself. The management team at Team Bondi was not ensconced in an Ivory Tower working normal hours while everyone else crunched. Brendan himself worked very long hours and few of us here in the studio are aware of how grueling the DA and motion capture shoot in LA was.

In regards to the accusing parties who have repeatedly commented (albeit anonymously) on the dire working conditions at the studio, Heironymous challenged their motivation for coming after the company.

== TEASER ==
If the motivation were to see improvement in the working conditions at Team Bondi, then I'm all for it. I have a wife and friends who didn't see very much of me during the latter stages of L.A. Noire, and I'm lucky my wife was so understanding. All of the management and staff at Team Bondi want to improve our processes so we can make even better games in a decent timeframe, without burning people out along the way. However, some of these comments in recent stories seem to go beyond that. Some ex-employees who left the company years ago want to see Team Bondi destroyed. They want to see 35 game developers out of a job. That seems to me to be a less laudable motivation.

At no point in Heironymous' missive does he lay down any theories as to why former employees would be banding together to ruin the studios' reputation, nor does he address the crediting issues that left a hundred former employees without published credit for their work on L.A. Noire (most recently covered by our own Patrick Klepek here). However, Heironymous does concede that over the course of the game's lengthy development cycle, some mistakes were likely made, and simply asks for the chance to improve on things for the future.

Saying all of this, no-one at Team Bondi is under the illusion that crunching is a good way to work and we're actively working to learn from our mistakes for our next project. The people at Team Bondi are great to work with and I'm confident that we can make Team Bondi a leading game studio on the international stage.
Please think about that when you talk about boycotting L.A. Noire or about how heinous Team Bondi is. There is a team of dedicated game developers here in Sydney that look forward to learning from their mistakes, improving on their successes and taking on the world again next time around.