Vantaggi
People I worked with were great. The customers routinely sucked, but what can you expect from a mixed bag of college kids? There is some serious talent in the art department. It's possible to work in-office or entirely remotely, your choice. Hours were flexible, plenty of vacation/sick time (if you ask for it). They try to do fun stuff sometimes, like happy hours when it wasn't so busy which I liked and appreciated. Time off for maternity/paternity leave seemed really awesome too. Lots of people had kids there. Overall, I liked solving visual problems. I usually didn't mind any problems that came up, there was plenty of camaraderie and it was good to produce work that didn't have my identity or ego wrapped up in it because, hey, that's what the client wanted.
Svantaggi
All of my problems with University Tees stems from management and low pay, leading to some serious burnout. Everyone I worked with there had burnout in some form regularly. Higher ups would implement tons of quotas and graphs and practices and it seemed like they forgot their employees were actual people, not machines. I could tell the art director/COO would give it a shot trying to increase the (staggeringly low) pay but either did not push hard enough or routinely got shot down by upper management. The entire time I worked there, they would try their best to be juuuuust understaffed enough that we were worked as hard as possible for as many hours as possible with as little overtime pay as possible. This way, it's even harder to ask for time off because your team was so crushed with work while you were gone that you wouldn't want to do that to them. When you get caught up, they fill that time with "proactive" designs, which can be fun but at the end of the day it feels like your husk is squeezed for everything it's worth. Also, taking on all those extra roles, the mentoring, the 1-on-1 creative convos with customers... my title or pay never changed accordingly. I didn't realize how bad my burnout really was until I quit.