Crunch has been an unfortunate aspect of the games industry for about as long as it's existed, as companies continually push developers to make release dates and deadlines without a care for anyone's wellbeing. A current member of the team behind Diablo 4 sees it as a harsh truth for smaller studios, whereas bigger ones are more likely to willfully lean into it.
Marcin Undak, lead engine engineer on Diablo 4, gave his insight during a conversation attended by GamesRadar+ at Digital Dragons. "I've been lucky to not crunch for a really long time now, since I joined bigger companies," he starts.