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“So that set back design, that set back QA, programming, animation - mostly every department had to start playing catch-up.” “ So they had to pull everybody off, set everybody back another month and a half so we could we could make ourselves look good for MK Day,” he continued. “Little did our creative director, our publishing team and marketing know that we were already about three months behind on the entire game.’” We’ll use the content we have now,’” the employee recalled. “Everybody said from the get-go, ‘No, this isn’t going to impact any development time at all we should be fine. While he said various factors are to blame for the crunch, such as poor communication and mismanagement, he cited a January marketing event for “ Mortal Kombat 11,” called MK Day, which put the studio behind significantly. One current employee said that he and others at the studio have been working 60 to 70 hours per week, seven days a week since January. There are confidential ways for employees to raise any concerns or issues.” We are actively looking into all allegations, as we take these matters very seriously and are always working to improve our company environment. As an equal opportunity employer, we encourage diversity and constantly take steps to reduce crunch time for our employees. “At NetherRealm Studios, we greatly appreciate and respect all of our employees and prioritize creating a positive work experience. NetherRealm Studios responded to the complaints raised by the former employees and contractors in a statement to Variety : The common thread among all the sources was that they said they felt the pressure to work long hours came with the threat of being replaced or denied a chance at a more desirable position or better pay. The sources - a mix of current and former full-time employees and contractors - talked of gender discrimination and “loud, obnoxious, super toxic” co-workers.