Vantaggi
- Exciting long term vision for both Everywhere and Mindseye projects. - Incredibly talented teams developing cutteng edge technology for multiple projects. - With the projects being ambitious, there is no shortage of exciting features to develop. If someone is passionate about helping shape or build a specific feature in the game, it is usually very easily to steer the planning to help people work on what they are most passionate about, (or work towards something they want to contribute to). - Good benefits considering the company is still prerevenue as we haven't shipped our projects yet. A great lunch every day, yoga classes, drawing sessions, monthly evening dinners with drinks, goes a long way and helps the team bond together as well as get to know each other. - Core CEOs being always available a step away and very hands on with the project, listening to feedback and what is and isn't possible. - While the company prefers to evolve into mostly working from the office, hybrid plans are available and leads and management trust their teams as long as the work gets done. - A room to innovate and develop gameplay solutions that haven't been done before.
Svantaggi
- Collaboration on multiple projects is both exciting but also taxing, dividing developer's attention on multiple overlapping milestones with different deadlines is quite tough. - With a bigger company, you may experience colleagues of a variety of different points of view and expectations. Many of my colleagues would like our company to evolve already into a stable giant, with predictable pace, a predictable set of challenges. A feeling of security due to an inflow of revenue streams from already released products. Yet of course, we are still to release our games and reach that maturity. This can lead to a creation of a specific perception and expectation that the current development cannot fulfil, as the projects are in high production and the company operates on higher risk but with a higher reward potential. Many roles would prefer a more stable security and less changes in terms of pivoting to reinforce completion of another project, or its features ahead of other milestones. This however, I would like to argue, is not a problem of a company but rather a missalignment of realisation of the state of our projects and understanding how flexible we are in terms of developing at a pace where we can experiment VS when we must get stuff done as a team before a certain date at expense of other features. This needs to be fixed on communication level. It is also an undeniable fact that in a AAA Gamedev, the project undergoes specific phases where the nature and intensity of work changes depending on its release conditions and timing towards its release. I see both; teams getting motivated and extremelly excited about completing a certain new features, polishing towards release of the game, as well as anxiety in others ahead of a challenge of wrapping a game into a great experience. This anxiety, can come from a variety of places, ranging from specific feature complexities, team related challenges to personal ones, however, it always boils down to a need in improvement in communication of what can be achievable and a need of leads helping in communicating this downwards as well as upwards. However what if a lead is an anxious themselves for communicating something upwards, as well as setting a time aside to communicate something to their team? After all, we are all human and completing a game is a challenge on every level you can think of. We must help each other regardless of our positions, responsibilities and seniority, and to be honest with you, I think we are trying to do that as well as we can, but other human circumstances may often be at play. We definitely have a problem in communication and we must strive to improve together with leads, on a topic of helping our teammembers to not feel overburdened with self imposed expectations to deliver perhaps ~more than what is really being requested. More often than not, a developer will feel burned down by trying to do too much at the same time. What I am proud of is that we are achieving a great pace without asking anyone for any overtime at all. What we need to improve on, is a realistic assessment of how much we can deliver in an "X" amount of time, this however is and must be measured at an individual level and is informed by contributors and leads themselves. At the same time, on an other hand, I wish we could be communicating the exciting vision for all of our games more often, so our developers pour more of their talent in each day to make our games amazing. Sometimes you wish to test or playtest something after 5pm, but there is no one around as most people are logged off.