About Sucker Punch Productions
Sucker Punch is an award-winning developer of Playstation games. We produced the Sly Cooper series of stealth platformers for the Playstation 2, which taught the youth of the world that stealing was OK (in certain circumstances). More recently, we’ve been working on the inFAMOUS series of games, which explore the joy of having superpowers and the pain of sidekicks nagging you about how to use them. We work on one game at a time, on one platform at a time, and all we care about is the quality of the games we produce.
We’re looking for people who share our drive to do stunning, ground-breaking, genre-defining games and want to join us at our base of operations in sunny Seattle.
In 1997, we started Sucker Punch Productions to make great games, and we’ve spent the last 18 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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- Work/Life Balance
- Culture & Values
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- Senior Management
I have been working at Sucker Punch ProductionsRecommendsPositive OutlookApproves of CEORecommendsPositive OutlookApproves of CEO
This is a tight knit community where your opinion matters which keeps you inspired, stretching your skill sets and growing in new areas all the time. I am relaxed, comfortable to collaborate beyond my department, and experience a healthy work life balance being at Sucker Punch. The people here are highly skilled and down to earth.
None that I can think of.
Advice to Management
Thank you for the acknowledgement, advice and attention you give all of us.
Getting an Interview
Getting an Interview
- No 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
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Sucker Punch is an award-winning developer of Playstation games. We produced the Sly Cooper series of stealth platformers for the Playstation 2, which taught the youth of the world that stealing was OK (in certain circumstances). More recently, we’ve been working on the inFAMOUS series of games, which explore the joy of having superpowers and the pain of sidekicks nagging ...
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 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.