Blizzard makes great games and takes the process of that very seriously.
Employees are very loyal to the company.
Activision has limited influence into the decisions Blizzard makes.
Players will worship you.
You'll get to work with very smart people.
Blizzard doesn't work hard to be a great place to work. Essentially, it's a privilege to work at Blizzard, and you will be reminded of that constantly.
Management isn't a high priority. A lot of management in engineering, art, and game design is farmed out to professional managers who aren't actual members of that discipline. I was told at one point to stop focusing so much on my direct reports and just make more good features.
Blizzard has a rock star culture. This can be fun when you see your colleagues on stage at BlizzCon. It's not a great place if you believe in humility.
Blizzard employees can experience Stockholm Syndrome. They are made to feel guilty if they choose to leave the company.
Convince your people that you really value them. Ask not what they can do for Blizzard, but what Blizzard can do for them.
A quick process: a screening interview, then a coding challenge on a code test website. The challenge was intended to be difficult to impossible. I was told that no one passed. Making the challenge more difficult was the instruction that I pretend t
Technical interview focused on theory-based questions and object-oriented design. They gave me an offline design game for object-oriented design. I used design patterns and felt I answered it pretty well.
First, a screening call. Then, a hiring manager interview. Next, a panel of three one-hour technical interviews with members of the team I'd be joining. Finally, an interview with Product Managers.
A quick process: a screening interview, then a coding challenge on a code test website. The challenge was intended to be difficult to impossible. I was told that no one passed. Making the challenge more difficult was the instruction that I pretend t
Technical interview focused on theory-based questions and object-oriented design. They gave me an offline design game for object-oriented design. I used design patterns and felt I answered it pretty well.
First, a screening call. Then, a hiring manager interview. Next, a panel of three one-hour technical interviews with members of the team I'd be joining. Finally, an interview with Product Managers.