- Employees are paid a meager wage. New-comers are often tricked into thinking their pay is competitive with the rest of the industry.
- $1 annual raise, no exceptions. There are no big jumps in pay. An entry-level employee will break $20/hr only if they choose to stay there for a decade.
- Grossly mismanaged. As a tiny start-up, the studio insists on a complicated chain of command, and would be better off having a flatter structure.
- Management personnel is hired/promoted internally because the studio is broke, and they don't need to be qualified for the position (imagine having a very young group of kids calling shots for much older, more experienced artists and programmers, simply because they showed interest and loyalty to the company).
- Attempts to convince employees that the company is very generous with a 20% royalty bonus for every shipped proprietary title. The irony is that they haven't shipped out a single successful title on their own that generates revenue.
- Very micromanaged workflow. Work is expected to be constantly submitted by the hour to show progress.
- The company places importance of things that don't really matter (mandatory shoes-off policy during work hours, correct punctuation while using Google Chat, don't use desktop shortcuts for hard-to-find directories).
- Staff must show up on time, and cannot be late for even a minute. Doing so results in disciplinary action, or even termination.
- Instead of having the choice of when to take lunch/break, you are told a specific time for them instead.
- Vital software upgrades are ignored. Everything is at least 2 years out of date.
- No medical benefits/perks, even for full-time employees. Most holidays must be taken without paid-time-off.
- Attempts to develop too many projects at one time instead of focusing on one, draining resources quickly.
- Production staff winds up switching anywhere from 3-5 working titles within a day, making it difficult to concentrate on any single one.
- Goals to develop certain new IP's are highly unrealistic. They expect to create a workable demo for an MMO from scratch with just a skeleton crew of a few artists and programmers in a couple months' time.
- The company breeds quiet, complacent, and submissive employees, and lacks inspiration for growth.
- Management job titles are exaggerated and look much more impressive on paper. An "Assistant Game Director' is nothing more than a glorified junior-level project assistant.
- Management is indecisive during crunch hours. Often they can't say when production staff could take off, leading to some of my former co-workers missing out on planned birthday parties, or dinner with family.