Vantaggi
There's a lot of talented artists here who have good ideas and are amazingly ambitious. They truly do want to make some of the best games in the world. The company provides good benefits and relocation services. State of the art offices. On-site canteen with healthy meals. Good bonuses if you're willing to wait out the nightmare of production and see the game release. Probably still the best of the game companies in Poland.
Svantaggi
Toxic upper management and production. Every game production will end up with 5 game directors who can't seem to agree with each other and have an entirely different vision for the game. Some of the leads/directors/producers are know-it-alls with massive egos and will disregard concerns called out by artists. Most of the producers here have a position with excessive power while having little or no prior production experience. They are clueless on what the role of a producer entails. Their attitudes and scheduling are based on the concept of - 'we have a budget for crunch. If there's money the artists will do the work.' Absolutely not artist friendly, won't reply to chats or help coordinate with other departments, provide one word replies when you ping them, but will guilt trip you when things aren't going as fast as they want it to be. The few producers who do have experience and are willing to fight for the artists end up getting fired or demoted. A local artist will get promoted thrice as fast while having one third the experience of an artist from outside Poland. The managers make fake promises about promotions at peak times to get you to work harder but will back track on their word, and talk about HR policy and position levels when it's time to actually give you the title you deserve. Getting promoted is all about whom you're thick with in the right circles, and if you're willing to give your life for the company. The game in engine is one big cobweb of temporary assets or assets in temporary locations that never end up getting organized into the right places. If you try to put things in the right place later when assets are ready, the game is far ahead in production and the build might break so you'll be told to keep it as is and just keep patching over. HR is sweet and rosy when they want to get you on board but will be ready to backstab you at any time to protect the company. If you run into an issue and ping your HR Partner you will get told to talk to your lead first. The lead might be busy so will ask you to check in with the producer. Meanwhile they'll discuss the issue amongst themselves privately, then call for a meeting to 'address the issue.' However, the three of them will come to the meeting as a team with an already pre decided solution and you have minimal scope to mutually address the issue. The company is all about portraying how much they care about the players on social media. Meanwhile, the artists get treated the opposite. To the point they'll publicly promise features in the game that weren't even previously discussed or scoped with the team itself. Sometimes the team is finding things out at the same time as the public. The marketing department are experts at announcing things to create hype without thinking about the repercussions. I guess it's all about the 'street cred, chooms!' We saw what happened with the release of Cyberpunk though. Not the ideal place to work if you care about work life balance and having a family/relationship. You have to be willing to compromise on your personal life to work here.