{"id":51709,"date":"2025-09-05T22:00:00","date_gmt":"2025-09-05T13:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=51709"},"modified":"2025-09-05T15:09:27","modified_gmt":"2025-09-05T06:09:27","slug":"some-of-us-practically-lived-at-the-office-sega-veteran-devs-talk-about-phased-out-crunch-culture-and-week-long-office-sleepovers","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/news\/some-of-us-practically-lived-at-the-office-sega-veteran-devs-talk-about-phased-out-crunch-culture-and-week-long-office-sleepovers\/","title":{"rendered":"\u201cSome of us practically lived at the office.\u201d Sega veteran devs talk about phased out crunch culture and week-long office sleepovers\u00a0"},"content":{"rendered":"\n<p>Three longtime <strong>Sega<\/strong> veterans Toru Ohara, Takaharu Terada and Toru Yoshida \u2013 who worked on the Phantasy Star and Sakura Wars series \u2013 recently spoke to <a href=\"https:\/\/www.4gamer.net\/games\/991\/G999101\/20250818035\/\" target=\"_blank\" rel=\"noreferrer noopener\">4Gamer<\/a> about how the job of game developers has changed since the 1990s and 2000s. One point they lingered on was the culture of \u201cpractically living at the office\u201d to stay on top of tight development schedules.\u00a0<\/p>\n\n\n\n<p>\u201cIn the 1990s, every new Sega office was equipped with nap rooms and showers. Even in the 2000s, the two Haneda bases still had them, and I believe people continued to use them,\u201d Yoshida comments. \u201cIt was basically expected that people would be sleeping over at the office.\u201d&nbsp;<\/p>\n\n\n\n<p>Naturally, these nap rooms are no longer a thing, partly due to Japanese workstyle reforms cracking down on things like excessive overtime and poor working conditions over the years. But back in the day, they were not only common, but often occupied at full capacity, meaning some employees had to devise their own sleeping \u201cnests\u201d on the floor or using chairs. &nbsp;<\/p>\n\n\n\n<p>According to Terada, nap rooms stuck around until as late as the early 2010s \u2013 the last time he used one was while working on Hatsune Miku Project DIVA Arcade, which released in 2010. \u201cHowever, they were gone for good around 2012, if I remember correctly,\u201d he commented.&nbsp;&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1354\" height=\"756\" sizes=\"auto, (max-width: 1354px) 100vw, 1354px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/09\/20250905-51709-001JPG.jpg\" alt=\"\" class=\"wp-image-51712\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/09\/20250905-51709-001JPG.jpg 1354w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/09\/20250905-51709-001JPG-380x212.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/09\/20250905-51709-001JPG-768x429.jpg 768w\" \/><\/figure>\n\n\n\n<p>While it depended on the person, Terada says game designers like him and Ohara were practically \u201cnever not busy,\u201d which meant they\u2019d stay at the office throughout the whole workweek, only going home for the weekend. \u201cFor projects with short deadlines, our only option was to stay overnight.\u201d Much of the excessive workload came from how analog the development environment was \u2013 bug reporting used an entirely physical ticketing system, so the developers had to process stacks of papers daily. According to Yoshida, crunch culture at Sega peaked during the Sega Saturn era, \u201cwhen you\u2019d see whole teams pulling all-nighters during the debugging stage.\u201d&nbsp;<\/p>\n\n\n\n<p>On the other hand, it doesn&#8217;t seem like all of their time was dedicated to slaving away at their desks. Ohara and Terada mention that their nights at the office sometimes included gaming together, blurring the line between work and play. \u201cThose times were also a way for us to communicate, and sometimes it even sparked new ideas. So I think we kind of enjoyed and valued those nights at the office. It didn\u2019t really feel like a company, in some ways it felt more like a club activity.\u201d&nbsp;<\/p>\n\n\n\n<p>Related articles:<strong> <\/strong><a href=\"https:\/\/automaton-media.com\/en\/news\/legendary-capcom-artist-akiman-says-he-worked-overtime-like-crazy-because-he-wanted-to-beat-other-big-game-companies\/\" target=\"_blank\" rel=\"noreferrer noopener\"><strong><\/strong><strong>Legendary Capcom artist Akiman says he worked overtime like crazy because he wanted to \u201cbeat other big g<\/strong><strong>a<\/strong><strong>me companies\u201d<\/strong><\/a><strong><\/strong>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>&#8220;It didn\u2019t really feel like a company, in some ways it felt more like a club activity.\u201d\u00a0<\/p>\n","protected":false},"author":55,"featured_media":51711,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[64,3],"tags":[],"class_list":["post-51709","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.2 - 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AUTOMATON WEST\" \/>\n<meta property=\"og:description\" content=\"Longtime Sega developers Toru Ohara, Takaharu Terada and Toru Yoshida talk about what their jobs looked like in the 1900s and 2000s.\" \/>\n<meta property=\"og:url\" content=\"https:\/\/automaton-media.com\/en\/news\/some-of-us-practically-lived-at-the-office-sega-veteran-devs-talk-about-phased-out-crunch-culture-and-week-long-office-sleepovers\/\" \/>\n<meta property=\"og:site_name\" content=\"AUTOMATON WEST\" \/>\n<meta property=\"article:published_time\" content=\"2025-09-05T13:00:00+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/09\/20250905-51709-header.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"800\" \/>\n\t<meta property=\"og:image:height\" content=\"464\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"Amber V\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:creator\" content=\"@AUTOMATON_ENG\" \/>\n<meta name=\"twitter:site\" content=\"@AUTOMATON_ENG\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Amber V\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"2 minutes\" \/>\n<!-- \/ Yoast SEO plugin. -->","yoast_head_json":{"title":"\u201cSome of us practically lived at the office.\u201d Sega veteran devs talk about phased out crunch culture and week-long office sleepovers\u00a0 - 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