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Respawn Entertainment

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Respawn Entertainment

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Respawn Entertainment Reviews

Updated May 14, 2021

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Found 32 of over 33 reviews

4.6
95%
Recommend to a Friend
100%
Approve of CEO
Respawn Entertainment CEO Vince Zampella
Vince Zampella
24 Ratings
  1. 5.0
    Current Employee

    Good company

    May 14, 2021 - Production 
    Recommend
    CEO Approval
    Business Outlook

    Pros

    good place to work and decent pay

    Cons

    leads and management needs improving

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  2. 5.0
    Current Employee, less than 1 year

    Talented people who care about games—and each other

    Dec 18, 2020 - Marketing 
    Recommend
    CEO Approval
    Business Outlook

    Pros

    - Genuinely positive working environment, lots of emphasis on lifting each other up and not pushing ourselves too hard - Extremely talented, passionate people (JFO & Apex Legends are world class games and the people who make them are incredible) - A legit culture of caring about games. Doesn't feel corporate or like anyone is dismissive toward players, because the company is full of real players - Very strong outlook for the studio based on what's coming in the future

    Cons

    - EA itself is a great partner, but their reputational issues often linger over individual teams and make things harder. EA is a great place to work and they treat their employees well, but they're just not great at convincing their customers or the broader industry of this, and that brand weight is problematic

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    5 people found this review helpful
  3. 5.0
    Former Employee, more than 3 years

    Best AAA game company

    Jul 26, 2020 - Game Designer in Los Angeles, CA
    Recommend
    CEO Approval
    Business Outlook

    Pros

    - Respectful team - Considerate management - An abundance of passion - Lots of team building events, such as parties, sports groups, etc. - Transparent -- anyone could find out and learn about almost anything - Achievements beyond expectations are recognized and rewarded - They've figured out how to make live-service development pleasant and avoid many of the usual issues - Lots of different lunch groups -- everyone likes to make you feel like you belong - Lots of interdepartmental conversation -- both social and professional - Lots of interaction between the different Respawn game teams - Constant playtesting, including "Friday Night Fights" where I always had a fun time - Plenty of growth opportunities - Access to EA's massive network of developers, information, tools, etc. Want to learn how Battlefield did that cool thing? You can ask the person who did it. - Management is very receptive to change.

    Cons

    - Personal project policy is very restrictive. - Despite team sizes being relatively small, it can sometimes feel more "big stable game company" than "small exciting game company."

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  4. 5.0
    Current Employee, more than 5 years

    Best AAA Company in California

    Sep 14, 2020 - Visual FX Artist 
    Recommend
    CEO Approval
    Business Outlook

    Pros

    Wow, a company where the management actually cares about the employees. Small teams let you see your impact on the final product. It's a great campus and the culture is really nice here. Lots of talented and friendly people.

    Cons

    There is a lot more corporate infrastructure now, but it's not that bad and similar to working for any corporation. Sometimes it's actually helpful in the right situations.

    1 person found this review helpful
  5. 5.0
    Current Employee, more than 3 years

    Great company

    Nov 1, 2020 - Senior Software Engineer in Los Angeles, CA
    Recommend
    CEO Approval
    Business Outlook

    Pros

    Great company to work for! Awesome people and great talent!

    Cons

    EA has certain policies that limit employees side projects.

    1 person found this review helpful
  6. 5.0
    Current Employee, more than 1 year

    Great Spot

    Oct 6, 2020 - 3D Environment Artist 
    Recommend
    CEO Approval
    Business Outlook

    Pros

    Great studio culture. Management genuinely cares about employees and their health. The team supports each other and are quick to help out or take on tasks that need to get done.

    Cons

    Some minor communication issues between departments.

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  7. 2.0
    Former Employee, more than 1 year

    Listen to Diverse Voices

    Jul 30, 2020 - Writer in Los Angeles, CA
    Recommend
    CEO Approval
    Business Outlook

    Pros

    Respawn (before EA acquisition) seemed to have a strong games-first culture. Nice new building even if Star Wars sometimes felt segregated from it. Some really talented people on the development side. Some good production staff. Still hasn’t suffered Visceral’s fate. Lot of events, even if there should be less. (And less drinking.) Good learning experience on what to do and what not to do in game development.

    Cons

    Problems below are on the EA side and team side, but they all influence project direction, execution, and interactions with franchise holders. EA’s touch has hurt Star Wars, unfortunately, especially from corporate influence on gameplay and gameplay elements (Battlefront 2). This pressure was felt on other projects despite promises and insistence of being hands-off. EA’s effect on the company culture was slight at first, but grew month by month until difficult to keep pace with EA requests. Culture is male-centric, and the circle of the "old boys club" is felt on all levels. Females are not listened to within a team, often silenced or sidelined until they are let go or forced out. Not an encouraging place for female voices or diverse voices, and often , raising such issues can be seen as causing "trouble" within team. While some of Respawn’s titles feature some degree/token diversity, it is not well held up on the Star Wars team where a specific subset dictated most of game’s direction. This hurt the experience, was a huge disappointment and a missed opportunity to broaden the franchise in the right progressive directions. Too many writers for a small project with no central vision (counter example: Uncharted), contributing to literal whitewash of elements. A large lack of understanding about what makes Star Wars work and what doesn’t, often causing the franchise holder to have to insist on editing the elements to make it work, becomes even more writing-by-committee, hurting title further. Collective oversight for the project often distracted, required last minute changes, was unorganized and difficult to work with. Internal (and external) meetings not run well, easily derailed to unimportant or discussions that should clearly be had by individuals, not the entire team. Story direction was often derailed narrative tangents and themes that aren’t insightful or impactful to the player and was hard to communicate why these detours are important to the team or the franchise holder. Interview feedback for new writers is not taken into account, even when red flags are raised. Difficult to understand why new writers on an already writing-heavy team are hired, as it bogs everything down and makes it quicker to terminate them later. Even worse if recent hires have made a huge move to be at the company and is left stranded. Sequel for Fallen Order not learning from previous title’s mistakes. While some managers are excellent, some are not, and at times, key managers making decisions on a team often are unavailable or unclear in their direction. Visits to franchise holder often seems to devolve into end of day drinkathons encouraged by management. Attempts to communicate with franchise holders of Star Wars was exercise in confusion, including team's inability to communicate why the game’s ideas would work, would often have to retread the same issues with every visit with little progress. Contractors are brought in and relied on more of the core elements than the internal team, ones that the company taken a long time to hire and should cultivate. No strong coordination between writing team and level design team, resulting in difficult flows in gameplay and disconnects in playstyle – narrative is often dictated to for game elements, rather than working hand in hand. Project catered to TV studio-style direction for scripts and content which doesn’t always work for games and undermines interactivity. Art team and level design team dictates more of the story elements than the writers or franchise holders, becoming a tug of war which writing often loses.

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    11 people found this review helpful
  8. 4.0
    Current Employee

    Great company that really tries their best

    Nov 12, 2020 - Senior Software Engineer in Los Angeles, CA
    Recommend
    CEO Approval
    Business Outlook

    Pros

    They know they're not perfect and are always putting in their best effort to fix things.

    Cons

    Large company red tape to deal with. It's been manageable so far.

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  9. 4.0
    Former Employee

    Great

    Oct 17, 2020 - Gameplay Developer 
    Recommend
    CEO Approval
    Business Outlook

    Pros

    Excellent team with a great workplace environment.

    Cons

    Some slight communication problems but it is not too bad.

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  10. 5.0
    Current Employee, more than 3 years

    Great place to work

    May 23, 2020 - Senior Game Designer 
    Recommend
    CEO Approval
    Business Outlook

    Pros

    Great place to work as a designer, lots of autonomy and there’s not much crunch expected especially compared to my previous studios

    Cons

    Not many downsides, one of the best places to work in the industry

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