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Respawn Entertainment

Acquired by Electronic Arts

Engaged employer

Respawn Entertainment Reviews

4.1

77% would recommend to a friend

(80 total reviews)
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Vince Zampella

94% approve of CEO

58% positive business outlook

Respawn Entertainment has an employee rating of 4.1 out of 5 stars, based on 80 company reviews on Glassdoor which indicates that most employees have an excellent working experience there. The Respawn Entertainment 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

80 reviews
2.0
30 July 2020

Listen to Diverse Voices

Recommend
CEO approval
Business outlook

Pros

Respawn (before EA acquisition) seemed to have a strong games-first culture. Nice new building even if Star Wars sometimes felt segregated from it. Some really talented people on the development side. Some good production staff. Still hasn’t suffered Visceral’s fate. Lot of events, even if there should be less. (And less drinking.) Good learning experience on what to do and what not to do in game development.

Cons

Problems below are on the EA side and team side, but they all influence project direction, execution, and interactions with franchise holders. EA’s touch has hurt Star Wars, unfortunately, especially from corporate influence on gameplay and gameplay elements (Battlefront 2). This pressure was felt on other projects despite promises and insistence of being hands-off. EA’s effect on the company culture was slight at first, but grew month by month until difficult to keep pace with EA requests. Culture is male-centric, and the circle of the "old boys club" is felt on all levels. Females are not listened to within a team, often silenced or sidelined until they are let go or forced out. Not an encouraging place for female voices or diverse voices, and often , raising such issues can be seen as causing "trouble" within team. While some of Respawn’s titles feature some degree/token diversity, it is not well held up on the Star Wars team where a specific subset dictated most of game’s direction. This hurt the experience, was a huge disappointment and a missed opportunity to broaden the franchise in the right progressive directions. Too many writers for a small project with no central vision (counter example: Uncharted), contributing to literal whitewash of elements. A large lack of understanding about what makes Star Wars work and what doesn’t, often causing the franchise holder to have to insist on editing the elements to make it work, becomes even more writing-by-committee, hurting title further. Collective oversight for the project often distracted, required last minute changes, was unorganized and difficult to work with. Internal (and external) meetings not run well, easily derailed to unimportant or discussions that should clearly be had by individuals, not the entire team. Story direction was often derailed narrative tangents and themes that aren’t insightful or impactful to the player and was hard to communicate why these detours are important to the team or the franchise holder. Interview feedback for new writers is not taken into account, even when red flags are raised. Difficult to understand why new writers on an already writing-heavy team are hired, as it bogs everything down and makes it quicker to terminate them later. Even worse if recent hires have made a huge move to be at the company and is left stranded. Sequel for Fallen Order not learning from previous title’s mistakes. While some managers are excellent, some are not, and at times, key managers making decisions on a team often are unavailable or unclear in their direction. Visits to franchise holder often seems to devolve into end of day drinkathons encouraged by management. Attempts to communicate with franchise holders of Star Wars was exercise in confusion, including team's inability to communicate why the game’s ideas would work, would often have to retread the same issues with every visit with little progress. Contractors are brought in and relied on more of the core elements than the internal team, ones that the company taken a long time to hire and should cultivate. No strong coordination between writing team and level design team, resulting in difficult flows in gameplay and disconnects in playstyle – narrative is often dictated to for game elements, rather than working hand in hand. Project catered to TV studio-style direction for scripts and content which doesn’t always work for games and undermines interactivity. Art team and level design team dictates more of the story elements than the writers or franchise holders, becoming a tug of war which writing often loses.

3.0
10 Aug 2017
Recommend
CEO approval
Business outlook

Pros

Respawn has some seriously talented veterans at the middle of both their development teams. Each team demonstrates a completely different personality so choose the team wisely if you get the chance. Easy working environment as long as you get the task completed, you can come and go as you please and start or end as you see fit. Incredible flexibility for Designers to add, change or delete features on a whim. This flexibility if used wisely is what allows great games to be made. If you're in a reactive department you'll pull your hair out as Designers have no filters or checks to their whims, fortunately the majority are well meaning and their track record stands. Almost unlimited spending on whatever you want. Just ask and it appears with very little in the way of justification or push back. Not as many people abuse this as you'd expect which is a good reflection of the people that work here. You get to make ambitious products, a rare luxury these days. Flat structure.

Cons

The original core of the company are cliquey and they protect their own interests and positions as you'd expect. It's best to just keep your head down and not make a noise as limited review will be taken against your concerns. Production skills on the old project teams are non existent (see clique above). Burnout is very real and usually lasts the entire second half of the project as Designers thrash and flip without being pushed to make a decision. This can have terrible effects on your time despite best efforts. The internal tool-chain is archaic and no time will be opened up for engineers to fix or replace what is sometimes a command line tool that's nearing a decade old. Royalties have always been based on a non existing formula so who you're friends with is seen as a significant contributor to what this number will be. Little career advancement is possible.

5.0
16 Feb 2017
Recommend
CEO approval
Business outlook

Pros

1 - Talent: Everyone thinks they work with the most talented people in the industry, but Respawn has the highest percentage of industry vets who've all worked on the biggest titles. I'm surrounded by geniuses in every department. The hiring standards are so ridiculously high, you know everyone who works here is the best at what they do, or has great potential to be. 2 - Ownership: We're a lean team who make big games, which means your individual contribution to the game is enormous. There is plenty of room for self expression. The company is also a very flat structure with little management, which means your ideas are not just welcomed but heard. 3 - Substantial Royalties: Because our numbers aren't bloated and we never miss deadlines, our dev costs are a fraction of other large titles - which means our profit margins are higher too. If the game sells well, you'll be handsomely rewarded for your passion, dedication, and contribution to the project. You even get your royalties should you decide to quit after the release of the game.

Cons

The company is a very flat structure, so if title and position mean more to you than the quality of the game you work on, it's probably not a good fit. There is no micromanagement and everyone is expected to be self motivated and innovative. If you need a lot of structure, it's probably not a good fit. There is only one way to make good games: iteration. We iterate a lot and throw out a lot. We probably throw away 50% of the work on any given project. This leads to releasing only the best quality product, but it can be extremely frustrating to people.

Viewing 1 - 3 of 80 Reviews

Glassdoor has 89 Respawn Entertainment reviews submitted anonymously by Respawn Entertainment employees. Read employee reviews and ratings on Glassdoor to decide if Respawn Entertainment is right for you.