Eidos Montreal Employee Reviews about "low pay"
87% would recommend to a friend
(9 total reviews)
93% approve of CEO
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Top Review Highlights by Sentiment
Excerpts from user reviews, not authored by Glassdoor
- "Management is a abysmal, there is a flagrant lack of direction and purpose.." (in 6 reviews)
- "That way they know they can keep up at low salary, because in your head you will never find better elsewhere." (in 4 reviews)
- "You're on your own in there... Little to no help / training whatsoever" (in 3 reviews)
- "Not as many opportunities to expand in the industry as other studios." (in 2 reviews)
Ratings by Demographics
This rating reflects the overall rating of Eidos Montreal and is not affected by filters.
Found 9 of over 101 reviews
Updated Nov 22, 2023
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Reviews about "low pay"Return to all Reviews
- 2.0Aug 29, 2018Anonymous EmployeeFormer Employee
The studio has some of the greatest AAA IPs when it comes to creativity and innovation potential (Thief, Deus Ex) Very friendly atmosphere in the teams with incredibly talented artists and devs. Experts who stay long enough will see their experience rewarded with more responsibilities and trust. Numerous social advantages, including: Transport card covered, depending on your seniority Unlimited sick days Tax saving retirement account but the most outstanding is the ability to bank your overtime hours, which is a unique case in the industry.
Strategy The studio is a middle sized one (the likes of Naughty Dogs or Crystal Dynamics) but suffers from a lack of vision and focus that are overshadowed by excessive ambitions, and ideas not fully thought through. It is developing multi-platform games but relies on proprietary engines, mostly different for each project, preventing any form of knowledge building. This also leads to massive technical hurdles and production constraints that not only impact productivity but also causes significant frustration to the teams. The studio doesn’t have the critical size to handle multiple AAA development and scatters its resources instead of building its strength on a single franchise before looking for growth. It is trying to maintain multiple initiatives, without the required resources, and sometimes against the global strategy dictated by its holding, the Square Enix group. Whether it is by ambition, or to eventually break free from Square Enix, it is in both cases poorly executed and has already caused damages to the studio. Each project ends up being the next adrenaline shot that keeps the studio alive, where it could be building an expertise to help the studio differentiate from the competition. Projects Two of their IPs (Thief, Deus Ex) are now without any publicly known plan for further iterations. This is partly due to the fact that those games are directed to a limited market and can only make so much profit, but also that the potential of the latest entries hasn’t been fully realized. The lack of creative vision and the director’s tendency to always refer to their past experiences prevent the teams from moving forward, take risks and seek excellence in innovation. Similarly to their engines, projects use different production methods, which is fine when making different types of games, but it is done without trying to establish best practices. Each project ends up trying to reinvent the wheel, with all the problems that come with it. Plannings are made up by producers, who barely consult leads, principals or experts, only to redo them completely every 6 month, when they get a reality check. Raising any kind of flags is seen as having a negative attitude and not being solution oriented. As long as you always say yes and are doing overtime to compensate for the made up estimate, you’ll be seen as a true committed resource, and will be granted the right to not challenge the way things are done. Management On a studio level, it is highly politicized. Producers and Directors get hired based on their affinity with the higher management, sometimes even without any proven or relevant background. If you’re a dev or artist, then, like in any other company in any industry, it will depends on the position you have, and the manager you get. You will find the best and the worst. Ultimately, your fate lies in the ends of the studio producers, who manage the resources assignments on the different projects, so… … make sure to have a strong “influence leadership” if you want to be in a good position. If you’re doing a good job, chances are they will make you chase the carrot and work even more, and tell everyone how committed you are for doing so much overtime. If you’re underperforming, nothing will be said to you before you reach the (arbitrary) critical point where you will either, be given a remedial plan, be ramped down on another project, or simply get fired. And sadly, if they don’t have a file to justify the move, they’ll simply abrogate the position. HR This is where things get complicated. From a studio perspective, the HR department mission is simple: to protect the legal integrity of the studio, at all cost, and to cover the higher management. Career management is nowhere to be found and the evaluation process won’t change anything, as scores and their criteria are arbitrarily change to accomodate the project or studio’s current situation. The main issue lies in the environment in which Eidos Montreal operates. Montreal is a highly competitive place when it comes to AAA development. This make for extreme difficulties when it comes to attract talents and build employees loyalty. The studio has such a hard time hiring, that more often than not, it ends up settling for any resource available. This is already a problem on its own, but instead of trying to be part of a solution, Eidos Montreal enforces the issue. Instead of encouraging the most committed and deserving employees, the studio will promote the ones who threat to leave, granting them custom titles to try to make them fit in the hierarchy, messing it up and diluting ownership of the projects in the process. Projects end up having an unbalanced ratio of directors and leads compared to devs and artists. All this entitlement brings so many cooks in the kitchen that making a decision becomes an excruciating process. Also, promotions, even when deserved, are never followed by any real training, except for generic seminars that only scratch the surface. Experts become leads but then have no idea how to manage people, and get blamed for not knowing about it instinctively. In some cases, this can go as far as to have extremely talented resources who end up, after being promoted, be the main reason for which artists and devs would leave the company. The turn over has been high the past few years, despite the relatively good work conditions and numerous advantages. The frustration of being the ones paying for the higher ups mistakes is the number one reason. Finally, be careful, direct criticism of the management and/or direction, even constructive, can result at best in you being put in a corner until you leave, or in the studio thanking you for your services.10
- 4.0Mar 20, 2014Software EngineerFormer Intern, less than 1 yearMontreal, QC
- friendly and helpful people - some great games to work on - great location
- might be a little stressful at the beginning (not really a con) - average pay3
- 4.0Apr 26, 2017QA LeadFormer Employee, more than 1 yearMontreal, QC
Management very receptive to any kind of issues regarding disgruntled employees/issues concerning women's safety Very friendly atmosphere, you can
When nearing the end of a project they expect you to do huge amounts of overtime, yet get mad when you start to burn out because they've forced you into so much OT Pretty low starting pays, don't have the greatest raise structure.3
- 3.0Mar 17, 2021ProgrammerCurrent Employee
good colleague family atmosphere, more personal than other Montreal studio top management try for ways to improve and innovate in game dev & life for devs
project decision are not taken early enough in dev cycle & not clarify well to devs pay & bonus not concurrentiel with other Montreal game studio1
- 1.0Dec 7, 2021Anonymous EmployeeFormer Employee, more than 3 years
- being a part of the square enix family - get free games from time to time - 4 day work weeks are great, but 4 days at eidos are 4 days too many
- projects within the studio are extremely clicky. its about who you know rather than letting your hard work help you out to try and get forward within this place. - their current project is a huge mess, all the higher ups on it are power hungry and tyrannical -their previous project was on a proprietary engine that was extremely difficult to use and unruly. yet everyone was biased towards it. - extreme linguicism goes on here. if you dont know french or are just starting to learn, be prepared to not be a part of any discussions regarding the game development - hr (aside from nadine who's a saint) is absolutely garbage, they keep you in the dark and lie to you - this place is extremely cheap as well, pay is trash, and so is their bonus model.8
- 1.0May 29, 2014QA TesterFormer Employee, less than 1 yearMontreal, QC
No pros, it was a bad experience.
Long overtime hours, low pay, they fire people when they run out of projects and re-hire a few months after when they get new work, employees are disposable for them.9
- 3.0Nov 2, 2015Level ArtistCurrent EmployeeMontreal, QC
Great people work here. A lot of talents you can learn from. Free fruits everyday, not just apples, but a bunch of strawberries, mangoes, bananas, blue berries and so on ! Good benefits and insurance. Not much overtimes. I personally haven't experienced any overtimes during 2 years here. But depends on the project I assume. 10 days paid holidays during Christmas/New years. Awesome work station, great spacious working desks, Nice office in general.
Politics!!! management sucks. Lot's of issues with you redoing your job 2-5 times because somebody from art directors changes his mind and want different look. Some people spend 2.5years working on 1 game level, the one that was schedule to be done withing 1.5, so a year of work is wasted because of lack of planning. This happens all the time. Very picky with you showing up at work on time. Even is you a kickass employee who does the job better then other team members you would still be fired with no problem for missing 2 hours out of your 40h/week schedule, or being 10min late. Sometime they get rid of people by personal reason, when someone from management doesnt like you. My buddy got fired being on vacation, which technically was illegal due to having no official warnings prior. Be careful and try to always have some savings while working here, because you never know when this company starts to dislike you. Everyone is disposable here. Also, try to ask as higher pay as possible right at the beginning, dont count on annual raise, 1.5-3% max per year raise is a joke. Bonus system is ridiculous.4
- 4.0Jan 4, 2021Technical Level DesignerCurrent Employee, more than 5 yearsMontreal, QC
Training, flexibility, compassionate managers, good office culture.
Long hours, low pay, long development times.1
- 1.0May 24, 2013QA TesterFormer Employee, less than 1 yearMontreal, QC
Good location and known titles
Very low pay, lots of overtime that they keep lying that it will end soon but goes on forever... ask their employees to work hard and do OT at crunch times and then lay them off once the project is done like some disposable garbage. Mediocre benefits, no respect and no room for advancement. Management lies to the employees in their face just to get what they want.4