Working at Relentless
Relentless is not your average videogame company.
When Andy and David set up Relentless it was with a background of 30 years of development where crunches, late nights and eating pizza at your desk were commonplace but neither felt that it was necessary to make great games. In fact, they thought that some of the problems of game development stemmed from these bad working practices.
Relentless was set up in 2003 and a pact was made with the staff: if you give us a solid day's work, we'll give you a 35 hour week. What started as something of an experiment ended up being fundamental to our success, both as a company that creates great games and as a company that is a great place to work. Since then we’ve mastered over 100 SKUs and have never crunched, never worked late and never worked a weekend. This doesn't make us lazy, we've just found that quality software and great ideas aren't born through lost weekends and late night pizzas at our desk. The working hours are one policy which has worked out well for us. We have many others.
Our working practices are completely intrinsic, but we’re going to stop shouting about it. We’ve been the poster-child of anti-crunch for a while now and there are better things about Relentless than the fact that we work in a way that’s completely normal outside of videogame development. We told you about the BAFTA and the 10 million sales, right?
We have a great office with sea views in the heart of Brighton, which is one hour's train ride from London. We have good schools and nice places to live, either in the city itself or in the surrounding Sussex countryside. Our offices are in Brighton because Brighton is a nice place to live.