Pros
- This is a small, tight-knit team for a AAA studio, and it shows in the trust developers place in each other. New employees get big responsibilities, and it is rare (though not completely unheard of) for a single person, even a senior one, to be overly possessive of a feature. At other studios where I've worked, it's been common for certain employees to "own" certain features or systems, and it's difficult for anyone else to get in and work on them. At Sucker Punch that's almost nonexistent. - Studio culture is very collaborative. Anybody passionate about a discipline other than the one they were hired into is encouraged to contribute there if they can, and offer feedback if they can't. Feedback is well-received by every department, from every department. That doesn't mean every employee is great at receiving criticism, but many are. - Almost to a fault, the studio is dedicated to making quality games: they are willing to throw away months of effort if it's not working, almost all the way to release. If the game isn't fun, the employees take it personally, and won't settle for shipping it the way it is. For some people this might be a con -- early iteration on a project can be difficult, before it comes together, especially when ideas fail. That time can feel rudderless, and like wasted effort. But for me, it's a pro, because it shows a willingness to keep trying and an unwillingness to settle. - Higher-ups are open about decision-making, hiring, and production processes, and keep the whole team up to date weekly. At other studios I've worked for, this would be unthinkable. The small size of the studio allows everyone to meet in one place on a regular basis. - The studio has a very family-friendly culture (and a late-thirties average employee age), and it shows in the incredibly generous paid time off. Work-life balance is encouraged and expected, and sustained crunch (especially by comparison to other AAA companies) is nonexistent. - Studio-wide events are scheduled every month or two. There's a big focus on everyone spending time together that contributes to the tight-knit feel of the office. - Pay is good, and leadership is dedicated to sharing the success of the studio in bonuses and raises.
Cons
- The studio was founded by engineers (as many game companies were) and it still shows. For all the cross-disciplinary cooperation at day-to-day and milestone levels, the upper leadership and final decision-making is dominated by engineers. Some non-technical employees feel they have less influence than they should.