About Sucker Punch Productions
Sucker Punch Productions, L.L.C. was founded in October 1997, and has steadily built its reputation by creating innovative, stylish, critically acclaimed character-based video games. Based in Bellevue, WA, the team is currently making its debut into the sandbox genre with the inFamous franchise, a next generation super hero action-adventure, exclusively for PLAYSTATION 3.
The team last completed Sly 3: Honor Among Thieves, for the PlayStation 2 computer entertainment system. The Sly Cooper franchise incorporates many of Sucker Punch's signature talents including award winning toon-shaded animation and art direction, visual style, immersive storylines, strong characters and highly interactive worlds, which have culminated to make the series a three-time "Greatest Hit" with Sly 3: Honor Among Thieves, Sly 2: Band of Thieves and Sly Cooper and the Thievius Raccoonus. All three titles have combined to sell over four million copies worldwide. In 2003, Sly took honors at both the IGDA and AIAS awards ceremonies, including "Original Game Character of the Year," "Outstanding Achievement in Animation," and "Outstanding Achievement in Art Direction." Before beginning work on Sly Cooper, Sucker Punch created Rocket: Robot on Wheels, for the Nintendo 64. Released for Holiday 1999, Rocket received wide critical acclaim, and provided Sucker Punch with an effective springboard to develop even more ambitious projects.
The company's roots began at Microsoft, where the co-founders all worked in a variety of productivity and software development applications. All shared a love for videogames, yet only one had game development experience. Undaunted, the group left Microsoft in 1997 to start their own videogames development studio.
In 1997, we started Sucker Punch Productions to make great games, and we’ve spent the last 14 years doing just that. We produced three award-winning PS2 games starring the wily raccoon thief Sly Cooper, all of which met with critical acclaim, commercial success, and file cabinets full of fan mail. Some of it written in crayon. In May 2009, we released the open-world superhero game inFAMOUS, which set the stage for Cole MacGrath's story and met with excellent reviews and solid footing at the top of the PS3 sales charts. June 7, 2011 marked the launch of inFAMOUS 2 that furthered Cole's superhero action-adventure story. As for our next game… well, that’s where you come in!
Sucker Punch takes an entire floor of a skyscraper in downtown Bellevue, Washington, just 15 minutes away from Downtown Seattle. The work environment at Sucker Punch has been customized to emphasize collaboration. We offer a great environment, a friendly set of co-workers, a full benefits package, competitive salaries, and the opportunity to work with one of the best teams around.
We’re proud of the games we’ve built, but we’re always looking to get better. We’re excited about strengthening our team with people that share our vision for building visually arresting, emotionally compelling, viscerally involving games. If you’re that sort of person, we’d love to hear from you.
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- Comp & Benefits
- Work/Life Balance
- Senior Management
- Culture & Values
- Career Opportunities
I worked at Sucker Punch Productions full-time (More than a year)RecommendsPositive OutlookApproves of CEORecommendsPositive OutlookApproves of CEO
Suckerpunch has been the best studio Ive worked for in my career.
The staff are welcoming and a pleasure to work with. Upper management has made sure that the people who really know their stuff are in leadership roles. Ideas and brainstorming are encouraged. The quality of art is top notch and I feel privileged to have worked here.
Usually, wherever one works, there are negatives, but in this case I really cant think of any.
Getting an Interview
Getting an Interview
- No OfferNegative ExperienceDifficult InterviewNo OfferNegative ExperienceDifficult Interview
I applied online. The process took 2+ weeks – interviewed at Sucker Punch Productions in December 2014.
Toughest screener I've ever had.
Another review notes the question they ask. Apparently they've asked the same question for over 6 years so it must work for them. Without asking any questions about me or a phone call, just got emailed the test.
It's initially a bit of a trick question because its not what it appears to be. Where most other companies ask you short questions or short code efficiency with data structure or algorithm-based questions as screeners, they expected a rather large and tedious low-level C program designed from scratch. Even after spending multiple hours on it and trying to get it as efficient as possible, lots of bitmasking and alloc/realloc implementation, and testing, it apparently failed to impress.
I admit I did get tangled in the design a bit myself, and may have left edge cases open for error. So I probably got busted if they used a big test harness and just passed on anyone whose program doesn't score well. But I had spent so much time on a ~screener~ (more time than in-person Google interviews) that I knew I had to draw a line somewhere and submit it.
Two weeks later I received an email with no feedback informing me they had moved on. Quite a shame I didn't even get a phone call.
I went back to the problem to try to redesign it anyway because I was curious. I put enough time into it that I liked to at least have an answer to it, or an idea of one. The ONLY alternative I could get out of any friends or internet boards was a much less efficient answer compared to my solution in terms of memory. So, I'm even more confused on where I may have went wrong. The question specifically stressed memory efficiently, and I pulled out all the stops on bitmasking.
- Queue design with 2048 char array, no heap allocation (malloc,realloc, new, delete not allowed) Answer Question
Let us know if we're missing any workplace or industry recognition –
In 1997, we started Sucker Punch Productions to make great games, and we’ve spent the last 14 years doing just that. We produced three award-winning PS2 games starring the wily raccoon thief Sly Cooper, all of which met with critical acclaim, commercial success, and file cabinets full of fan mail. Some of it written in crayon. In May 2009, we released the open-world superhero...
Mission: Sucker Punch takes an entire floor of a skyscraper in downtown Bellevue, Washington, just 15 minutes away from Downtown Seattle. The work environment at Sucker Punch has...