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 ...
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.
I have been working at Sucker Punch Productions full-time (More than a year)
- This is a small, tight-knit team for a AAA studio, and it shows in the trust developers place in each other. New employees get big responsibilities, and it is rare (though not completely unheard of) for a single person, even a senior one, to be overly possessive of a feature. At other studios where I've worked, it's been common for certain employees to "own" certain features or systems, and it's difficult for anyone else to get in and work on them. At Sucker Punch that's almost nonexistent.
- Studio culture is very collaborative. Anybody passionate about a discipline other than the one they were hired into is encouraged to contribute there if they can, and offer feedback if they can't. Feedback is well-received by every department, from every department. That doesn't mean every employee is great at receiving criticism, but many are.
- Almost to a fault, the studio is dedicated to making quality games: they are willing to throw away months of effort if it's not working, almost all the way to release. If the game isn't fun, the employees take it personally, and won't settle for shipping it the way it is. For some people this might be a con -- early iteration on a project can be difficult, before it comes together, especially when ideas fail. That time can feel rudderless, and like wasted effort. But for me, it's a pro, because it shows a willingness to keep trying and an unwillingness to settle.
- Higher-ups are open about decision-making, hiring, and production processes, and keep the whole team up to date weekly. At other studios I've worked for, this would be unthinkable. The small size of the studio allows everyone to meet in one place on a regular basis.
- The studio has a very family-friendly culture (and a late-thirties average employee age), and it shows in the incredibly generous paid time off. Work-life balance is encouraged and expected, and sustained crunch (especially by comparison to other AAA companies) is nonexistent.
- Studio-wide events are scheduled every month or two. There's a big focus on everyone spending time together that contributes to the tight-knit feel of the office.
- Pay is good, and leadership is dedicated to sharing the success of the studio in bonuses and raises.
- The studio was founded by engineers (as many game companies were) and it still shows. For all the cross-disciplinary cooperation at day-to-day and milestone levels, the upper leadership and final decision-making is dominated by engineers. Some non-technical employees feel they have less influence than they should.
Advice to Management
Encourage employees in every discipline and at every seniority level to be educated in other disciplines. It's already a strength of the studio, but there's room to grow, and rough edges, especially for people who are non-technical. Provide resources and push them to learn new skills, if they want, and find other ways to expand their influence if they don't.
I applied online. The process took 2 weeks. I interviewed at Sucker Punch Productions in August 2016.
I submitted my application online and received an answer the same day. I was asked to complete a programming challenge. I contacted them with a question and received a reply the next day. I sent in my solution later that day and received an invitation for a skype interview about a week later. The interview consisted of some questions about games and a relatively straight-forward coding challenge. The interviewer was very friendly, and the interview was actually quite enjoyable. He promised they'd inform me of their decision within 2 days, and they did. Unfortunately, I didn't get the job since they had other candidates that better fit their needs.
All in all, every one at Sucker Punch that I was in contact with was very friendly and helpful, and the coding challenge was a good practice exercise.
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