- Kultur & Werte
- Vielfalt & Inklusion
- Vergütung & Zusatzleistungen
Ich arbeite in Vollzeit bei Sucker Punch Productions (mehr als ein Jahr)
Pre COVID 19
Sucker Punch Productions is very much so like most AAA Game Studios. They have a super fun studio space that fills one and half floors of a high-rise in downtown Bellevue WA.
The studio is covered in art and is a very open and friendly work environment.
The kitchen (Which I miss) has two amazing large robust espresso machines along with snacks and kitchen necessities…along with an epic pizza oven. Lots of space and tables for lunch/dinner or a board game.
Overall the studio is set-up in a way that allows production people and artists to have impromptu conversations which help to build relationships and collaboration on the project.
Those relationships built at the studio have followed over to work from home.
People at Sucker Punch are passionate and professional – Everyone gives their best.
Also great ideas can come from anywhere. You’re encouraged to share your opinions in playtests and development on the project.
Additional Pros: Scheduled Crunch which if beneficial for your work/life balance. Most studios do not have a scheduled crunch so you really never know when you’re working late. This is the first studio I’ve ever worked for that had a scheduled “Crunch” that was part of their “Mile Stones” basically for two weeks at the end of every Mile Stone the studio would have everyone work Mon, Tues, Thursday nights for a few extra hours. They catered the Crunch with great local food and really support you to set your own hours to accommodate the additional time needed on the project.
Making games is hard work so knowing when you’re working late or weekends is very helpful.
As a Sony employee you’ll receive “Sony” benefits which are very nice. Medical, Dental, 401k as well as other Sony swag perks…t-shirts, games and such.
Sucker Punch offers profit sharing for “Full-Time Employee’s” as well as ship-bonuses and an annual salary bonus.
There are a number of people who start as “Contractors” who will not receive those perks. If you’re Contractor you’ll be hourly and you’ll receive “Over-Time” however you will not receive benefits. Sadly this is common for all game studios. For a lucky few of the Contractors you’ll be asked to become “Full-Time Exempt” which means you are no longer hourly however you’ll be offered benefits through Sony.
Communication is always a struggle for any studio or creative environment.
Rat an das Management
I appreciate the leadership from the studio during these very unusual and difficult times specifically Brain Fleming for being a crazy obsessive compulsive mad-man who’s too damn smart for his own damn good.
I’m thankful for the support and the dedication from management to get everyone up and running from home to work in a safe and healthy environment.
Moving forward - We know what the problems are and we’re already starting to make the changes needed to run faster and stronger.
If anything my advice is to not grow comfortable in your own knowledge. Be willing to listen and learn from your employees and to gain insight from everyone’s unique perspectives.
We’re all wired differently, but we’re stronger together.
Ich habe mich online beworben. Vorstellungsgespräch absolviert bei Sucker Punch Productions (Bellevue, WA (Vereinigte Staaten von Amerika)).
Started off with a take home test, which they emailed me. Seems to be the same question as the other posts.
Following this, we scheduled a Skype interview about a week after my submission. Interview was with their Director of Engineering. It started off with questions about my background and resume projects. He then asked if I had any questions and we had a chat about specifics of their engine design. It was finally topped off with a couple simple questions. One was about writing a unit test and other was an old-school graphics question in basic C.
They decided to fly me out a week later and put me in a hotel. On site interview started off with a tour of the office and then led to about 3~4 hours of technical interviews. I talked with various graphics engineers for about an hour each, with a lunch interview in between.
Everyone was super nice and a pleasure to talk to.
Fragen im Vorstellungsgespräch