Doom: The Dark Ages – Revelations and the Brutal Reality of Game Dev Crunch

A former id Software producer has shed light on the intense, exhausting crunch culture behind the development of Doom: The Dark Ages – Revelations, detailing a punishing schedule that pushed the team to their limits.

The gaming industry is once again facing scrutiny over its working conditions as shocking reports emerge regarding the development of Doom: The Dark Ages – Revelations. While the expansion received critical acclaim for fixing core gameplay issues, a former id Software producer has revealed that the development cycle was marred by a level of crunch that left team members isolated from their families and burnt out.

The Human Cost of Doom: The Dark Ages – Revelations

In a candid interview on the Kiwi Talkz podcast, former id Software producer Andrew Willis detailed the grueling reality of producing the expansion. According to Willis, the team was tasked with building a significant six-hour experience in just three to four months—a turnaround time that proved unsustainable given the scope of the project. The pressure was compounded by feature-creep, leading to extended working hours that became the new normal for the development staff.

  • Extreme Hours: Willis reported working at least 12 hours daily for two months, with some days peaking at 17 hours.
  • Family Sacrifice: The intensity of the schedule meant some developers, including Willis, went days without seeing their children.
  • Unprecedented Stress: Even industry veterans with decades of experience in both gaming and Hollywood described this as the worst crunch they had ever encountered.

Development Struggles and Industry Impact

The development of Doom: The Dark Ages – Revelations stands in stark contrast to the five-year development cycle of the base game. By attempting to compress a massive creative workload into an impossibly tight window, the studio pushed its workforce to the breaking point. Willis emphasized that while the crunch was not explicitly mandated from above, the sheer volume of work required to meet quality standards made it an inevitable consequence of the project’s parameters.

What This Means for the Future of id Software

The revelation of this intense crunch arrives at a particularly sensitive time for id Software. Following the release of the expansion, the studio faced significant workforce reductions, with 136 members being laid off. These combined events—the brutal development cycle followed immediately by mass layoffs—have sparked a wider conversation about the sustainability of current game development practices, particularly within the AAA space.

The industry must reckon with the fact that shipping a high-quality product should not come at the expense of the mental and physical health of the people who build them.


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