Zero career advancement, shocking contract extension procedures, abysmal treatment, removed from credits. Avoid. - QA Tester Rockstar Games Employee Review

1.0
26 Apr 2014
Recommend
CEO approval
Business outlook

Pros

More free swag than you can shake a stick at. Need t-shirts? Come work at Rockstar, you'll have an over-full wardrobe in a few months. Also free water. That's about the lot.

Cons

Where to start. Let's start with the obvious, you are not valued working at Rockstar. Unless you've been there for several years, and have kissed all the places needing kissed, you are a number without a face. This is the general feeling you're given even when you have excelled. I joined as a relative old hand in the industry, and yet still felt as though I was of no value to the company. Upon working there for I'd say nearing a year, the contracts expired. For about 3 days we all continued to work, essentially unpaid (albeit the new contracts did include those days). Legality aside, what followed made me and many others consider leaving the industry. After these few days with no contracts or feedback, our section manager received a call, approached a staff member, and asked them to go to HR. The guy left, we all looked around confused, he came back. Those were his shipping orders. He was then told to pack up, and leave the building. What happened next was the exact same thing, culling about half the department. Each time, the manager was given a call, and wandered over past everyone to get to the next person. I can say with some certainty that I only plan to meet the grim reaper once in my lifetime, but this was essentially a trial run for us all. I and a few others were thankfully secure, mainly due to our prior experience. But several others, this was their first job, and to be cut in that manner was so absymally unprofessional. After passing that trial, I knew I had to get out of dodge as soon as possible. There was literally a second QA department made up of people they dragged off the street, and they were given MORE remit to test than the actual professional department. Worse still, we had to babysit their issues, fix their mistakes and generally do their job for them fairly often. And oh, there's the times when we had to do a playtest with one of the head producers! That was a treat. A man who would sit in a playtest and blurt out half baked, often invective riddled ideas as he played, and the poor designer had to sit by and basically promise to try them out. Solid ideas like "No friendly fire, but allow friendly melee attacks", essentially allowing any trolls to kill their entire team in the spawn area. And "If you get hit by a bullet add a few miliseconds of input delay". Great idea, if you're hit once, you're now LESS able to defend yourself! Of course, none of these ideas made it into the game, because they were clearly ridiculous. But it didn't stop each and every one getting implemented on the whim of but one man. Put simply, I'm staggered that the company churns out top quality games with the processes it employs. It speaks more to the quality of tools and support than to the actual higher development itself. The designers are all hamstrung by the higher ups to change design on a nonsense whim, the lower downs are hamstrung to just kiss whatever they're told to in order to proceed. I was very thankful to find a way out of the company about a month after the big cull. But the kicker was this, the manager of the department attempted to chastise me for leaving after the cull, because "someone else would have had my spot". Like that was MY fault!? Stunning. And as a final kicker, on my exit interview, I was both promised that I would be credited on the project I'd worked nearly a year on, as well as given a free copy (which I didn't expect). But, as all you readers can likely guess by now, neither promise came to fruition. Even if I left of my own volition and was removed from the credits for that (which is a shockingly unprofessional approach anyway) all of the people who were culled were also removed from the credits... their first ever game worked on, mind you. It's such a low and pointless move by the company, but they do, and will continue to do so. I can say with happiness that I'll never return to another Rockstar studio as long as my career continues, and every person I've worked with who is an ex-Rockstar has said the same. Just avoid the whole brand, folks.

Explore other reviews about Rockstar Games

5.0
30 Apr 2026
Recommend
CEO approval
Business outlook

Pros

Innovation and technology is the best

Cons

Hectic days and crunching is bad

2
2.0
26 June 2026
Anonymous employee
Recommend
CEO approval
Business outlook

Pros

-The main pros of working here are there are many talented folks who are passionate about what they do. -Free lunch and work events were always pretty fun - A once in a lifetime opportunity to work on the biggest games of all time.

Cons

Rockstar takes advantage of the passionate people they have working for them. They use the brand as an excuse to not treat their employees with any dignity or respect. It's also worth mentioning that microagressions and misogyny is a bigger problem than what's being reported here. There were many times where I felt like my voice wasn't heard because of it. Leadership is also a the source of a lot of friction. Many of them are out of touch and let people who have worked their for a long time get away with abusing their direct reports and other lower on the totum pole colleagues. There are people who work here that have been reportedly for unprofessional behavior multiple times but don't receive any serious pushback from leadership. It's a very cliquey, fear based environment masked behind a fake sense of a forward thinking company. There's a lot of information withheld from people who are directly impacted by it, which eventually caused me to mistrust the company and leadership. I have mixed feelings because I enjoyed working on the games and there are many talent people who are being held back by a company that refuses to think differently.

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