Hvis der er ét studie der er kendt for at benytte sig af såkaldte "Crunch"-kultur, så er det Naughty Dog, der i adskillige omgange har krævet ret vilde arbejdstider fra deres ansatte for blandt andet at få færdiggjort The Last of Us, Uncharted 4: A Thief's End og selv The Last of Us: Part II.
Men der har dog været spotlys på disse praksisser i noget tid, så der er pres fra forbrugerne om at ændre taktik. Dog siger Naughty Dog-chef Neil Druckmann, at det er lidt svært. I et interview med Game Informer siger han følgende:
"Everybody has a different definition of what crunch means. We find that there is no one solution that fits everybody. Everybody has a unique situation we might need to address."
Desuden siger han, og Evan Wells, at de ikke er sikre på at dannelsen af fagforeninger er svaret heller:
"... we've said, 'Okay, no working past this hour,' or, 'It's mandatory that no one can work on Sunday,' and they're always a lot of corner cases of someone saying, 'Well, I couldn't work on Friday because I had to be with my kids. It's actually more convenient for me to come in on Sunday.' When you try to have a silver bullet, like one solution, you're always leaving someone behind. That's why we feel like we need multiple solutions. We have to approach this from multiple angles."
