For months, Andrés Vásquez’s days working on the first-person shooter game Doom blended into one another.
A quality assurance tester for id Software in Texas, he spent 10 hours a day sitting at a desk and “crunching” on the game with his colleagues, repeatedly playing through its map creation mode and running through multiplayer matches in search of glitches ahead of its 2016 release. He’d often work weekends, logging nearly 60-hour weeks.
