Management ran the team into the ground, relying on crunch instead of proper planning and scheduling. They fired people who brought this to their attention.
- Primarily co-dev work, so lots of variety
- Engineering leadership was kind and considerate
- Lots of super skilled people there
- Getting insider knowledge on upcoming AA and AAA games
- Generally flexible on working hours, as long as you're available during 10am-4pm Eastern
Cons
- moderately low pay
- very little PTO (13 days / year when starting)
- primarily co-dev, so you might get transferred around a lot, and you're impacted more by the culture of the team you're contracted to than by Ghostpunch culture
- lack of remote work community/connection
- While I was there, execs were stretched too thin, which meant being forgotten for a while