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Have questions about working at Survios? Read answers to frequently asked questions to help you make a choice before applying to a job or accepting a job offer.

Whether it's about compensation and benefits, culture and diversity, or you're curious to know more about the work environment, find out from employees what it's like to work at Survios.

All answers shown come directly from Survios Reviews and are not edited or altered.

10 English questions out of 10

27 July 2021

How are senior leaders perceived at Survios?

Pros

New leadership is bringing a lot of much needed structure to the game development process. Everyone is easy to work with and HR is fantastic!

Cons

My contract was renewed a bunch of times, but I was never brought on as a full employee. In terms of job stability, it's stressful to be strung along for such a long time.

New leadership is bringing a lot of much needed structure to the game development process.

27 July 2021

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3 August 2021

How are the career development opportunities at Survios?

Pros

- flexible - some really great individual contributors on the team - potentially a good place to start a career - amazing QA dept

Cons

- horrible / non existent management - strong moral disparity between individual contributors and leadership (CEO / COO) - very little respect to individual career growth / compensation - every project pivoted so many times it was just a scramble to get something out the door - little / no diversity on the engineering team

Advice to Management

- listen and trust the contributors - don't pivot your projects based off of sheer panic - create pathways for career growth - treat your employees fairly and be more transparent

very little respect to individual career growth / compensation

3 August 2021

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11 May 2021

Does Survios have any sort of mentoring programme?

Pros

? After struggling to launch well-received titles for a couple of years, now the studio's future is uncertain but seems hopeful. They claim to want to focus more on realistic schedules and team sizes for future products. ? The studio has moved to a more distributed environment after COVID, with some employees moving to work out of state, and it seems there are plans to keep the studio like this long-term. This could be a positive or a negative, depending on what kind of environment you like. ? They have replaced all of the studio leadership over the last year towards the goal of making a proper game studio rather than a scrappy startup that mostly bumbles its way through rapid launches of relatively over-scoped and under-budgeted titles. + The best aspects have been the culture, the atmosphere, and the attitudes of most of the people who work there. Things are generally positive, there's a creative indie atmosphere where people solve problems in collaboration, and anyone can make a difference based on how much they want to involve themselves. + A lot of former AAA developers with strong development know-how. Ambitious features and content for products even when they're small and of short schedules. Some of the teams accomplish a truly tremendous amount of quality work despite very short schedules and small team sizes. + Small studio, a lot of potential for mobility within the company if you're in a more open department (programming or design). + Incredible benefits, quite competitive salaries for an indie/AA studio in the Los Angeles area even compared to some AAA studios.

Cons

? It is unclear how the studio is staying afloat after multiple clearly bad launches, which leads to a bit of paranoia from month to month about where the studio will end up. ? With 1+ year of attrition (including a lot of key personnel), it's safe to say that it's basically not the same studio any longer. As mentioned above, there is completely new leadership, studio structure, and product mandates as of 2021, so it's hard to say where that will go. - These changes came about because, for years, the studio didn't know what it was trying to accomplish on any given product, struggling to find its identity and the identity of its products, with many difficulties among the former leadership. - In spite of efforts to improve studio structure and methodologies, historically most game teams have consistently struggled to or failed to meet major deadlines due to unrealistic mandates. It's hard to be sure this is something they've fully learned to address. - The ship is now steered by a CEO/COO combo who appeal to "wanting to make a good game studio" after having consistently made choices that feel much more business and money-focused than creatively ambitious. Appealing to this layer of leadership has led to the feeling that the people making the games are the actual "studio" and the people running the company are their "publisher," which is not an inspiring atmosphere to work in. - On top of that, it's weird to work at a company with an indie atmosphere but also with C-level leaders who are making considerable 6-figure salaries. Don't fall for the sense that this is a fun indie company that puts creativity first (though there may be more financial security here than other more creative indie studios). - Rather than identifying how to make great and worthwhile game products and create a meaningful identity, the recent docket of announced/released games makes it clear it's more about chasing IPs to work for. There are people at the studio with great attitudes about that kind of work, but don't go to Survios looking for a game studio trying to leave a mark of its own creative vision. They're best described as business first, technology second, and creativity last. - Multiple departments have major load-balancing issues in supporting multiple products. Some people won't crunch much at all, some people will end up crunching for many months out of any year. Wouldn't assume this will change when they've been aware of the problem for 2+ years and it hasn't changed significantly. - Much less mobility and mentorship within the smaller or less organized departments, at times entire departments haven't had any leadership or senior-level staff at all (though the studio is looking to fix this).

Advice to Management

Follow through on the improvements they're trying to make and continue to focus on more achievable and realistic schedules.

Much less mobility and mentorship within the smaller or less organized departments, at times entire departments haven't had any leadership or senior

11 May 2021

See answer

3 August 2021

Does there seem to be diversity at Survios?

Pros

- flexible - some really great individual contributors on the team - potentially a good place to start a career - amazing QA dept

Cons

- horrible / non existent management - strong moral disparity between individual contributors and leadership (CEO / COO) - very little respect to individual career growth / compensation - every project pivoted so many times it was just a scramble to get something out the door - little / no diversity on the engineering team

Advice to Management

- listen and trust the contributors - don't pivot your projects based off of sheer panic - create pathways for career growth - treat your employees fairly and be more transparent

little / no diversity on the engineering team

3 August 2021

See answer

3 August 2021

How is management perceived at Survios?

Pros

- flexible - some really great individual contributors on the team - potentially a good place to start a career - amazing QA dept

Cons

- horrible / non existent management - strong moral disparity between individual contributors and leadership (CEO / COO) - very little respect to individual career growth / compensation - every project pivoted so many times it was just a scramble to get something out the door - little / no diversity on the engineering team

Advice to Management

- listen and trust the contributors - don't pivot your projects based off of sheer panic - create pathways for career growth - treat your employees fairly and be more transparent

horrible / non existent management

3 August 2021

See 1 more answer
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10 English questions out of 10

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