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I used to work for EA (five years at Ghost, specifically) and my experience there mirrors what you described. Often there was a crunch towards the end, but the last game I worked on had none. I'm currently working for Zoink and it's similar, though with a stronger stance against overtime.


Thanks. Also thanks to the silent majority who kept my post well afloat. It's weird that describing what typical game companies are like is controversial here.




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