LEF T: Hinterland
is only beholden
to its players,
“We’re fortunate
to have this.”
RIGHT: Auroch
has a long history
with Games
Workshop licences.
Let’s Kill Crunch
FE ATURE
he games industry never stood a
chance. Raphael van Lierop,
narrative director of Far Cry 3,
believes the medium inherited
crunch from its parent industries
- the expectation of overwork
baked into software and
filmmaking long before a
programmer first managed to
steer a pixel across a screen. By
the time van Lierop joined a game
studio in the early 2000s, burnout
was considered best practice.