Great place for autonomous designers who thrive on ownership, impact, and fast growth with limited mentorship. - UX-UI Designer Crazy Labs Employee Review

4.0
16 June 2026
Recommend
CEO approval
Business outlook

Pros

CrazyLabs offers a high level of ownership and responsibility from day one, giving designers the opportunity to make meaningful contributions and influence product decisions. The company provides significant creative freedom across UX, UI, and gameplay experiences, while fostering a trust-based culture where designers are empowered to take initiative and drive impact. Working closely with product managers and developers allows you to see the direct results of your work, and the fast-paced environment helps accelerate both professional growth and decision-making skills. Designers also gain valuable exposure to multiple games, genres, and live products, making it an excellent place to broaden their experience.

Cons

The company offers limited mentorship opportunities, particularly for junior and mid-level designers. Since there are few senior design leaders available for ongoing guidance and feedback, designers are often expected to act as the UX/UI authority within their teams. While this can be a strong growth opportunity, it may also be challenging for those seeking structured mentorship or a clear career development framework. Success in the role requires a high degree of independence, self-learning, and the ability to solve problems with limited design support.

Explore other reviews about Crazy Labs

5.0
29 Oct 2024
Recommend
CEO approval
Business outlook

Pros

great environment and people to work with

Cons

no bad words for this company

3.0
11 Jan 2016
Anonymous employee
Recommend
CEO approval
Business outlook

Pros

Many shipped products, opportunity to handle multiple projects at once, coworkers friendly

Cons

Had been told "Game design would be finalized to streamline art, implementation, and engineering lines". Failed delivery of such, caused major back ups in the pipeline and wrong people were blamed for products that did not monetize. Inconsistent feedback and no responsibility to a quality project; often very rushed. Head Management says "market is saturated with same types of games" but does not seem to realize they are direct contributors to the saturation, often reskinning and re-releasing versions of their own products (and ripped-off versions of others' products), with no room for innovation.

8
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