DICE (Sweden) Reviews

3.9

78% would recommend to a friend

(67 total reviews)

59% positive business outlook

DICE (Sweden) has an employee rating of 3.9 out of 5 stars, based on 67 company reviews on Glassdoor which indicates that most employees have a good working experience there. The DICE (Sweden) employee rating is in line with the average (within 1 standard deviation) for employers within the Media and communication industry (3.7 stars).

Reviews by job title

67 reviews
2.0
28 Aug 2019
Recommend
CEO approval
Business outlook

Pros

Good work hours and pay. Production figured out a better alternative to crunching that is much easier on the body. Of course, sometimes overtime still has to happen but at least it was bearable (and unfortunately still mostly fell on the engineers). Mostly friendly co-workers that simply wished to make great games. Frostbite was pretty awesome to work with and co-workers were pretty good at helping you get up to speed on using it.

Cons

Cronyism and nepotism are huge problems. The previous generation of leadership is reaching retirement age and began passing the torch over a year ago. How they selected the current generation is not clear but it isn't working at all. What features make it into the game or get development time isn't dependent on how they'll improve the game but on who has your back. This is especially troublesome because current leadership, or rather the couple of people at the top, is obsessed with executing their vision at the expense of everything else. Being a visionary isn't necessarily a bad thing but they have failed to inspire confidence in that vision. Instead, they did the exact opposite by forbidding negative criticism and discussion as their way of addressing low morale and skepticism. This, among leadership's other consistently backwards ideas and policies, just reduced morale more and more. The worst part was that it wasn't hard to see why their vision wouldn't work. Leadership was just stubborn and refused to back down or admit that they're wrong even after negative reception from nearly all parts of the process. Instead, leadership chased their vision even harder. Leadership’s drive to fulfill their vision despite objections from multiple departments and people was disheartening and they were also very sensitive to anyone who didn’t “get with the program.” People who agreed with leadership were pulled out of the production process and instead helped promote leadership’s vision in public-facing materials. They did this to steer player perception in their favor and then used “champion the players’ view” to enforce a sense of legitimacy. Implementation of features was then handed to team members that already had other tasks on their plate. Gallows humor has been used to cope with how painful playtests of leadership’s ideas were. Leadership loved to manipulate data when there were creative disagreements. They cherry picked a limited subset of feedback from social media channels that aligned with their vision and insisted that it was actually from the overwhelming majority. It’s easy for them to do this since players parroted leadership’s propaganda. It hurt to be sidelined in favor of half-baked suggestions from strangers that mostly piggybacked off leadership’s already absurd ideas. It hurt even more watching the points of failure people indicated actually lead to the exact disaster they warned leadership about. To top it off, leadership drew terrible conclusions on where mistakes were made and will undoubtedly repeat them again. Design had become an almost entirely top-down experience. The ideas leadership came up with were designated MVP to shut down criticism and to prevent resources from going to other systems. This made it difficult for everyone else to implement their designs and even then, leadership demanded revisions and would not discuss their reasoning beyond simply not liking a specific part, nor would they approve the design until those revisions were made. Their cronies did not have to undergo nearly as much scrutiny. Needless to say, these political games are not the kinds of games the company and its employees should be playing. Despite the protests from the people below them, leadership slammed their decisions through with near fanatical conviction. Unsurprisingly, these antics and the overall general lack of confidence have led to dozens of people leaving. Those vacancies will inevitably be filled by people loyal to leadership, regardless of competence. If current leadership is allowed to continue, then the company has no future. Leadership isn't fooling anyone by insisting everything is alright and that we are consistently destroying our competitors. That kind of delusion simply made people's self-preservation instinct stronger and increased their urgency to leave an obviously sinking ship. Everyone was painfully aware of leadership’s lack of project management skills. Because of leadership’s visionary nature, massive scope/feature creep and overcomplication of normally very simple systems were a regular occurrence. Leadership already bit off more than it could chew and chose to add even more work to the pile knowing we did not have time. The whole ordeal was reminiscent of “Pentagon Wars” especially with the people in charge getting promotions even after everything blew up in their face. Making another blockbuster hit like past titles isn’t completely out of reach, but leadership is going in the exact opposite direction. Wait a few years for the current leadership and their cronies to be promoted to positions of irrelevance then consider coming here. If the company survives that far into the future, maybe producing wildly successful games will become possible again.

2.0
19 July 2019
Recommend
CEO approval
Business outlook

Pros

Parties, After Work with free drinks and free breakfasts. Most, if not all, coworkers are friendly and nice to be around. Salary and compensation are good for a European studio, but still underwhelming compared to American ones. Crunch is very low for most employees.

Cons

Creative leadership appears totally clueless. More often than not, their vision raises eyebrows, questions, and concerns. They push their ideas through anyways. Be prepared to work on systems you do not believe in, but leadership is convinced will be a smash hit. Studio leadership appears equally clueless or simply incapable of reining in creative leadership. The result is creative leadership is free to run amok with no oversight. Talking to studio leadership about issues will have them agree with you, only for nothing to happen. EA leadership either signs off everything without much scrutiny or are being kept in the dark on the problems the studio is facing right now. Leadership can make huge blunders but are forgiven and even promoted for the next project. Lower ranking employees can be stuck for years asking for a new role. Leadership conveniently holds meetings for themselves during playtests. Not surprisingly, they appear to be very disconnected with the state of the game. Developers also participate less and less because they know their concerns will not be addressed anymore. Bonuses and annual reviews can appear to be based on throwing darts. The quality or quantity of your work is not obviously reflected in your bonus which can range anywhere from 50 to 150%. Politics seems to play a bigger role than competence. For years, some designers accidentally had salaries significantly lower than other designers with comparable backgrounds, experience and titles. The editor for Frostbite is difficult to work with and feels like it is 15 years old. Basic file operations can take minutes, simple actions like copy and paste do not work reliably. Many people have left over the past couple months. It will be difficult to find potential replacements and get them up to speed. Talent loss may never recover. The studio has become much less open recently. You used to be able to submit anonymous questions for studio meetings. This is no longer possible. Contractors stay contractors forever.

1.0
5 May 2019
Recommend
CEO approval
Business outlook

Pros

You get to work with experienced and skilled developers, of which many wants to help you grow and learn. Pay is great for new programmers the game industry. Wonderful and fantastic parties.

Cons

The game studio is divided in siloes that don't share the same goals. This leads to dysfunctional communication, lack of progress, as well as a lack of a clear vision. Strong presence of office politics; persuade the right people, "play the game", and pretend like any issues are non-existent to maintain a facade amongst people. "Buddy politics" & nepotism. If you're friends with the right people and if your partner needs an internship, this is the place to be. Crunch and crunch. Studio claimed to have stopped crunching when I joined, but the crunch was inevitable from the start. No paid overtime of course. Lack of ambition. Whenever I found poorly architectured and written code the response was often "wouldn't be the first time, so be it" or "oh it's just an assertion". "This should really be refactored, but..". As a junior, I wanted to learn and felt I had to quit if I didn't want to be institutionalized like the seniors. Can't retain developers. Many quit so often that you barely get to know them. One reason they can't retain developers is that they don't care if their employees are happy, they wouldn't move a senior in my team after 10+ years so the dev quit. So much experience and knowledge was lost with every senior leaving. Short term thinking like this hurts the studio in the long run. Tries to build an image of being a super healthy company that has a collective bargain's agreement with the union but doesn't follow the collective bargain agreement and don't care about its sentiment. Managers said they own me in the current position I'm in, won't move me or let me control my own paths - as if I can't work with my dream position at another company. Managers have been belittling, telling me I'm naive to think the world could be a better place, as well as telling me that the grass isn't greener on the other side. The grass was greener on the other side. I had to leave as quickly as possible. Come here if you want your passion to die.

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Glassdoor has 78 DICE (Sweden) reviews submitted anonymously by DICE (Sweden) employees. Read employee reviews and ratings on Glassdoor to decide if DICE (Sweden) is right for you.