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A collection of start-up-like studios, riddled with too much middle management

Technical Manager
Former Employee
Worked at Electronic Arts for 4 years
October 31, 2014
2.0
Doesn't RecommendNeutral OutlookDoesn't Approve of CEO
Pros

You can work on many video games you can name, and moving from studio to studio is of moderate difficulty.

Vacation policy is above average.

Stock options are a nice perk.

Amazingly passionate and brilliant talent.

Learn domain knowledge that is rarely found in other industries.

Good parties when your game succeeds.

Cons
  • Bottom-line driven development: EA senior leadership cares only about appeasing shareholders at any expense, including overruling the experts they employ on creative/technical/morale impactful decisions. This often results in an overall long-term loss for short-term gains.

  • Crunch time is unhealthy; 100-hour weeks are common for six months at a time during gold-master/crunch.

  • Review process is a dog-and-pony show: promotions with no merit increases, RIFs (reduction in force) during executive bonuses, and a consistent but tiny annual bonus are commonplace, save upper-middle management or higher.

Advice to Management

You attract some of the most talented and passionate people in the world, and have the ability to acquire/develop virtually any IP. Leverage these tools to RETAIN and better manage your talent. Lessen middle-management and employ fewer, higher-quality managers.

Listen to the people whom you pay for input when you ask them for input more often than you do currently. I can name a few large projects that failed due to smart people being overruled by executives, who years later were proven correct, and said executives were removed for ineptitude.

Reward the little/front-line people more and the management less. Managers don't create video games; they enable the creation of video games.

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