If you're lucky, you'll get on a project that will sell a bunch of units. This experience is valuable; with that experience, you can move on to other exciting things at another company. You can probably learn a thing or two from at least some of the people with whom you work.
Most games we publish just aren't very good. They are derivative and made just to make money.
My team has a policy of working weekends for no extra compensation (extra money or additional time off). Most of the designers aren't very good. Scheduling is poor.
Stock price is basically flat.
Listen to what the individual contributors are saying about the state of the game.
Had an interview with 4 different rounds. First round was HR. Then a tech round with the managers, and then 2 panel rounds. It was a bitter ending; I did not get an offer.
Starting with a phone screening with HR, followed by an interview with the technical director. Then a technical interview with team members and a behavioral interview with a producer and a project manager.
A first screening with the recruiter to talk about the position. An interview with the software engineering lead, and then three more rounds of interviews. One of them was "culture add" and then two technical interviews, which were pretty similar.
Had an interview with 4 different rounds. First round was HR. Then a tech round with the managers, and then 2 panel rounds. It was a bitter ending; I did not get an offer.
Starting with a phone screening with HR, followed by an interview with the technical director. Then a technical interview with team members and a behavioral interview with a producer and a project manager.
A first screening with the recruiter to talk about the position. An interview with the software engineering lead, and then three more rounds of interviews. One of them was "culture add" and then two technical interviews, which were pretty similar.