Small team made it so that I got to wear many hats and apply myself in a range of areas. The team was great and we worked closely together. We used unreal tools which was a great tool to learn. Art leadership was fun.
Our projects had limited funding so we had very tight schedules. There was frequent long crunch periods. We couldn't iterate as much as we would have liked, so the quality of the gameplay experience didn't get very polished. Frequently let senior talent go to keep production cost low.
Advice to Management
I would suggest that leadership should secure better funding to allow for healthier production and memorable games.
I applied online. The process took a week. I interviewed at Timegate Studios (Sugar Land, TX) in February 2011.
I was presented with an 8 question exam consisting of Web/Math/Logic challenges and aced it. However, the goal of the exam wasn't to get all the questions right, it was how professional your work was in the result. This meaning, I cut corners by writing a C sub routine with generic variable names rather than specific purpose labels. The logic the sub routine performed did satisfy the logic necessary to perform the correct result, to compute Armstrong numbers.
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