-If you're not a programmer, product manager, or high-ranking designer, you're a second tier citizen. The company not value each discipline equally. From a ground level, you can see this in the referral bonus drives (2x bonus modifier on getting a PM or Developer (engineer) hired versus any other discipline).
-Hectic and disorganized. It's hard to filter the noise sometimes; games in my experience have never shipped on time; we constantly thought we were two weeks out from shipping, which meant a lot of crunch towards the launch of the project.
-Company size has grown substantially and explosively since I started; because of the lack of organization and general chaos, I don't think we grew intelligently. This resulted in several studio closures after a very aggressive.
-Work environment encourages politicking. Meritocracy = sometimes you get recognized for your skills and contributions, but you better make sure the right person sees it. Can be cutthroat, to the detriment of the quality of the game, as individuals plan terrible, un-fun features that maximize quick revenue but ultimately tank the game as we bleed users who can't put up with it anymore.
-Impossible to get recognized if you're not on a succeeding project. Zynga funnels resources into its blockbuster teams, and the pool for bonuses/promotions/etc seems dependent on how well your game is doing (monetization, DAU, etc).
-Extremely hard to get recognized at a remote branch, unless you're working a lot with people at HQ who can vouch for your talents. May be a moot point, anyways, since many remote studios were closed.
-Cynicism, jadedness seems to have infected a good portion of the workforce; depending on your team, morale can be a bummer.
-Thrash. A lot. There's been a ton of reorganization among upper management; I think part of it was to reduce the churn in projects to get fewer dissonant voices in on the greenlight process.
-Tendency to let projects run on for too long, with too many resources, only to can it 9+ months later.
-Extremely risk-adverse. "Innovation" is a joke, as every project seems to have Frankenstein'd each successful element of every previous title until games are hard to differentiate from each other and mechanics don't make sense in context; seems like stuff makes it in just to satisfy the green light checkboxes.
-Work/life balance is what you make of it. It's easy to live at work when you get catered lunch and dinner.
-Feature cadence on live games can get unreasonable. Your team needs to be good about recognizing when to dial it back; if you've got an aggressive General Manager who's 100% about meeting numbers, enjoy sleeping at Zynga.
-Weird animosity between departments, depending on your team: Product Managers and Designers don't seem to get along. You should be working in tandem to make a game that is both fun and profitable, not against each other to get your way.