Many Sphero products are entertainment products, and while they're incredibly fun to make and to play, the production of entertainment products has special demands. The development is very iterative, because fun has to be *found*, not dictated. This means that hard work will end up being cut from the final product, and features will change. You can't be too married to any idea, technology, or solution. Sphero's product releases and announcements are very focused on strategic events, such as Christmas, Toy Fair, CES, and Comic Con. While there's a lot of opportunity to nerd out at some awesome conferences, it can get intense leading up to these dates. It's exciting, but also demanding. Sphero wants to make completely new things, so *what* they make, and by extension, *how* it's made, changes by every year. It's possible to be hired as an expert at one platform, and be doing full-time work in a completely new environment the next year. Developers have to be flexible enough to embrace completely unheard-of challenges where there are no best practices.