The omissions reportedly include senior developers and key contributors.
Several The Callisto Protocol developers have recently complained that they were omitted from the end credits sequence of the game despite significant contributions to the final product and the extensive amount of time they devoted to the game.
According to a new report from GamesIndustry.biz, which spoke to five former Striking Distance Studios employees, as many as 20 developers across various departments were left off the game's credits. Those workers allegedly include full-time employees who worked on the title for over a year as well as "really core people who built the studio up."
In addition to a number of names being omitted from the game's credits, some former employees also pointed to the inconsistent exclusion of developers from the credits. For instance, some developers were credited as "additional" help in their departments, and others were put in the "Miscellaneous" category which can be found at the very end of the entire credits sequence.
While names being omitted from the credits of a game is quite common in the games industry, former Striking Distance developers say that the studio had no such policy in place while they were working on the title and didn’t formally communicate this with the employees.
"It definitely stings," one developer said. "It sucks. I made a good amount of contribution and worked on it for [a length of time]. To just not be there at all is shitty."
Some of the developers shared that they had positive experiences working on The Callisto Protocol and left the studio without issues, which is why their names being left off of the credits came as a surprise to them.
Striking Distance Studios was founded in 2019 by former Dead Space director Glen Schofield. The studio has already been previously criticized for how it treats its workers.
Last year, when The Callisto Protocol was at the final stage of development, the head of the studio posted a controversial tweet saying how proud he was that the team was working 12-15 hour days, 6 or 7 days a week. After receiving a wave of criticism, Schofield promptly deleted the tweet and issued an apology adding that the studio values "passion and creativity, not long hours."
And now, some employees told GamesIndustry.biz that the studio management only makes promises to address crunch culture while still praising people for putting in long hours in the same meetings.
"There was always this misalignment, where on the surface they say one thing, and then almost always moments later say something to contradict that," one source said.
Developers told the publication that the team "worked intensely to help craft" The Callisto Protocol which is why working 12-15 hour days only to be "punished with a credit omission for not going the extra mile…to stay until it shipped" added insult to injury.
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