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Bellevue, WA (Vereinigte Staaten von Amerika)
51 bis 200 Mitarbeiter
Unbekannt / Nicht zutreffend

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Brian Fleming
15 Bewertungen
  • „Great Place to Work”

    • Work-Life-Balance
    • Kultur & Werte
    • Vergütung & Zusatzleistungen
    • Führungsebene
    Ehem. Mitarbeiter - Anonymer Mitarbeiter in Bellevue, WA (Vereinigte Staaten von Amerika)
    Ehem. Mitarbeiter - Anonymer Mitarbeiter in Bellevue, WA (Vereinigte Staaten von Amerika)
    Befürwortet Geschäftsführer

    Ich habe in Vollzeit bei Sucker Punch Productions gearbeitet (Über 3 Jahre)


    This was a great place to work. At the time I was there everyone got along great and they made sure it was a wonderful culture and place you’d want to spend time. Lots of benefits and extra things that didn’t need to be done for employees but were. Not an easy place to get a job, but worth it if you do.


    Long hours during release dates, but you know that in this industry. So it really isn’t a con, just a part of the job that isn’t so fun.

    Rat an das Management

    Keep up the good work and putting out great games.

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Sucker Punch Productions-Fotos

Sucker Punch Productions-Foto von: Inside the studio
Sucker Punch Productions-Foto von: Studio lobby
Sucker Punch Productions-Foto von: Studio break room
Sucker Punch Productions-Foto von: Posing with Santa!
Sucker Punch Productions-Foto von: A few members of our creative team and voice talent
Sucker Punch Productions-Foto von: Halloween!
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Vorstellungsgespräche bei Sucker Punch Productions



Einladung zum Vorstellungsgespräch

Einladung zum Vorstellungsgespräch




  1. Hilfreich (10)  

    Software Engineer-Vorstellungsgespräch

    Anonymer Bewerber im Vorstellungsgespräch in Bellevue, WA (Vereinigte Staaten von Amerika)
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    Negative Erfahrung
    Schweres Gespräch


    Ich habe mich über einen Personalvermittler beworben. Der Vorgang dauerte 2 Tage. Vorstellungsgespräch absolviert im September 2012 bei Sucker Punch Productions (Bellevue, WA (Vereinigte Staaten von Amerika)).


    A Recruiter sent me unsolicited email asking about my interest and asking for me to solve a coding problem. I am not an experienced Playstation/game developer, so I confirmed that the position was open to generalists before we moved ahead.

    I was given no credible reason for a negative response after I submitted my sample code. And upon further review with my peers, I would expect that the my code is a valid response to get my foot in the door.

    Very frustrating. I suggest that the next candidate ignore the recruiting email from Sucker Punch.

    Fragen im Vorstellungsgespräch

    • Problem Statement
      The problem is to write a set of functions to manage a variable number of byte queues, each with variable length, in a small, fixed amount of memory.
      You should provide implementations of the following four functions:
       // Creates a FIFO byte queue, returning a handle to it.
       Q * create_queue();

       // Destroy an earlier created byte queue.
       void destroy_queue(Q * q);

       // Adds a new byte to a queue.
       void enqueue_byte(Q * q, unsigned char b);

       // Pops the next byte off the FIFO queue
       unsigned char dequeue_byte(Q * q);
      So, the output from the following set of calls:
       Q * q0 = create_queue();
       enqueue_byte(q0, 0);
       enqueue_byte(q0, 1);
       Q * q1 = create_queue();
       enqueue_byte(q1, 3);
       enqueue_byte(q0, 2);
       enqueue_byte(q1, 4);
       printf("%d", dequeue_byte(q0));
       printf("%d\n", dequeue_byte(q0));
       enqueue_byte(q0, 5);
       enqueue_byte(q1, 6);
       printf("%d", dequeue_byte(q0));
       printf("%d\n", dequeue_byte(q0));
       printf("%d", dequeue_byte(q1));
       printf("%d", dequeue_byte(q1));
       printf("%d\n", dequeue_byte(q1));
      should be:
       0 1
       2 5
       3 4 6
      You can define the type Q to be whatever you want.
      Your code is not allowed to call malloc() or other heap management routines. Instead, all storage (other than local variables in your functions) must be within a provided array:
       unsigned char data[2048];
      Memory efficiency is important. On average while your system is running, there will be about 15 queues with an average of 80 or so bytes in each queue. Your functions may be asked to create a larger number of queues with less bytes in each. Your functions may be asked to create a smaller number of queues with more bytes in each.
      Execution speed is important. Worst-case performance when adding and removing bytes is more important than average-case performance.
      If you are unable to satisfy a request due to lack of memory, your code should call a provided failure function, which will not return:
       void on_out_of_memory();
      If the caller makes an illegal request, like attempting to dequeue a byte from an empty queue, your code should call a provided failure function, which will not return:
       void on_illegal_operation();
      There may be spikes in the number of queues allocated, or in the size of an individual queue. Your code should not assume a maximum number of bytes in a queue (other than that imposed by the total amount of memory available, of course!) You can assume that no more than 64 queues will be created at once.   Frage beantworten
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