Treyarch Sucks Customer Reviews and Feedback

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Treyarch is an American video game developer, founded in 1996 by Peter Akemann and Doğan Köslü, and acquired by Activision in 2001. Located in Santa Monica, California, it is known for its work for the Call of Duty series, with some other games in the series developed by Infinity Ward, Sledgehammer Games, and Raven Software.

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Quality Assurance Tester (Former Employee) says

"if you like being treated like cattle, work here. you dont even feel like a human worker when employed here. treated like a dime a dozen. seen hard workers there for 10+ years and never got a promotion or raise."

Software Engineer (Former Employee) says

"It's long hours and very male dominated. Which being in QA Im used to. But people there don't take you seriously. I've been a QA tester for over 8 years at the time with a lot of big titles under my belt but I was treated like I didn't know what I was talking about when it came to the consoles and basic tests. The only positives I can say about Treyarch is that they had free snacks and drinks."

Associate Animator (Former Employee) says

"I've only worked at three game companies but Treyarch seems like an average company. The hours can be long and the benefits are nearly non-existent for contract workers. But you'll find that almost anywhere. The staff was friendly, but due to the office layout there was very little interaction between teammates. The pay was fair, and they recognized California overtime laws, so compensation was good. You can tell the company is very proud of the work they do. The entire office is decorated with murals, war-time props, giant posters of concept art, previous games, and pretty much anything to break up the monotony of a regular office building.reputation, resume builder, content.hours, benefits"

aninaotr (Former Employee) says

"it was a mellow place to work. Everybody were friendly and they had food for us at lunch and dinner during crunch time. It was a very laid back company"

Current Employee - Artist says

"Because many of the people have been working at the studio for years, they can be very elitist in their professional approach."

says

"- Extreme crunch time that never stop. I worked at this place for over two years. I saw cater dinner deliver every single night from Monday to Friday and lunch on Saturday. Sunday is not a guarantee for a meal, but it is more than half of my time there. - Brute force approach mentality prevails in this company to correct issues stem from poor decisions, processes, and tools. The majority of oldtimers and leads seem to be proud of how they scarify their lives to bandage these issues by brute force instead of having honest and intellectual discussion on how to fix them. They seemed to be all too beaten and abused physically and intellectually even to try fixing the root causes. You would think a studio which had shipped so many Call of Duty in over a decade would know how to make these samey games efficiently... - Management including directors, leads and producers do not react well nor want to hear best practices from other studios. They are hostile to people who think outside of the Treyarch box and learn from other teams and studios. You will quickly get blacklisted by the producers and creative leaders of the studio by simply saying honest and professional opinion. - Do not expect to get a good bonus here. The Call of Duty big bonus is no more. The cost for Treyarch to deliver a game every three years is too high. Not only Treyarch is unable to finish the game on its own, but it also had major help from other Activision studios and outsourced vendors. You have to question why a studio with 250+ persons and three years of time struggle so much to deliver another uninspired rehash called Black Ops 3. - This is an extremely cliquey studio. If you are friend with the leads, you can say whatever in your mind and criticize poor decisions and even demonstrate unprofessional behaviors. If you are not part of the clique, your career is already numbered. - Arrogant leadership that tries to end any suggestion of fixing bad processes, practices or tools by saying how the sale of Treyarch CoD somehow illogically justifies them. - Invisible Creative Leadership. Good luck if you will ever have a chance to talk to the true directors from above and try to understand the direction of the game. They "designed" and "directed" game strictly through an army of producers and their cliques."

Current Employee - Anonymous Employee says

"I have noticed that whenever there is a bad review on Glassdoor, there will be a glowing positive review either from sycophants or sock-puppets. A few people have made some valid complaints on this page, and suddenly, as if by magic, there appears to be a review making out the company to be the world's best place to work. The fact of the matter is that Treyarch is like nearly any other American employer in that there is a tiny handful of smart, dedicated workers basically carrying the load for the sub-literate, easily offended majority. Nepotism runs deep in upper management, favored employees are allowed to have outbursts about the culture while others who more professionally share the same sentiment coming forward to actionate upon improving the studio are met with discrimination and hostility. Phony new job titles created, and to no surprise, for those favored employees to get paid more and feel important. With as many talented people who departed recently and are probably actively looking, it's evident there are problems and the reason why people stay is because of job security until they find a workplace where they are treated like a person and not a number on a spreadsheet to have dinner ordered for them on a Sunday night at the office after they've been working 12+ hour days the whole week. It's difficult finding people you feel you can trust to talk to about the culture and projects inside the company, not just on a management level, but even with other employees on the same field as you which is just as bad. Too often people will tear down other products and creators in the industry (including those also within the Activision umbrella), but once you start a thoughtful discussion to self reflect on Treyarch's culture or projects, people will leave the room or it'll be evident they are memorizing what you say to have you written up. It's not uncommon for someone to be best friends with you on a section of a project or while eating dinner, but they are secretly defaming you behind your back to other workers or reporting you to management as being a dissenter."

Current Employee - QA Tester says

"- Zero communication between developers and QA unless devs are unable to reproduce a bug - Be ready for unplanned overtime and sudden changes in schedule to come by word of mouth from leads and managers - Unapproachable management - Extremely poor scheduling of employees - Postcard Winter Break gift - Poor hiring decisions to replace departing employees near the launch of a game, leading to poor performance all around. - Poor compensation for unplanned overtime due to VOLT acting as the QA HR."

Current Employee - Anonymous Employee says

"Antiquated and folklore development are done because they were done yesterday and the day before. Can ask "why you do things", and the answers you invariably get are, "oh, that's just the way it's done." Nobody knows why they do what they do other than it was done years ago. Nobody thinks about things very deeply and are very naive when it comes to analyzing other games in the franchise, and more importantly, their own work. Workaholics, too many of them who enjoy 12+ hour days throughout most of development even during non high intensity periods, some combination of either they don't have a life, watch Netflix at their desk all day, or just scared to go against the status quo to improve work environment. Culture at the studio celebrates it as you care more or get more done, when in reality, those people just work more often creating more problems than they solve. They try to fix problems by throwing sheer hours at them and make up for intellectual laziness with brute force, resulting in inelegant solutions. You can see coworkers on Facebook / Twitter / etc... bragging about how little sleep they get because of work as if some sort of badge of honor, in reality they are bragging about how incompetent their performance and grumpy their attitude is going to be when they can't stay awake tomorrow or report someone because they value maintaining their marriage / social life and left after a productive 8 hour day. Makes those who don't stay late feel inadequate for "merely" working reasonable hours, leading to guilt and poor morale all around. Management doesn't mind a butt-in-seat mentality, people stay late out of obligation even if they aren't really being productive. Toxic Meetings, creative killers that interrupt people's flow and rarely have a clear agenda, easy to drift-off subject and convey abysmally small amount of information per minute. Often contain at least one goofball that inevitably gets his turn to waste everyone's time with nonsense. Because there is only one meeting room in a far off part of the building, people resort to meetings at desks which interrupt everyone else around them when there's 5+ huddled around and talking, or they are held outside in the atrium where 3-4 other groups are having meetings within arm's reach and that isn't counting the occasional airplane firing up engines for takeoff. Hierarchical structure, very micromanaged. Army of middle men production staff ensuring upper management holds absolute control and insight of everything, creates lot of inefficiencies which most people won't mind because it's easier to watch Netflix or play games on the clock than to question things that could be done better in a few hours as opposed to 2 days or 2 weeks to actionate. Also creates smoke and mirrors because upper management refuse to shed light into their decisions or the future of the company, it makes it hard for team members to self evaluate how they are contributing when there is a disconnect with upper management who aren't transparent and are averse to a direct feedback loop with them."

says

"I worked there for years; very detrimental to one's health, family, marriage. I was laid off after a tremendous crunch, right after our game completion hiatus. This company has terrible management and no class."

Current Employee - Anonymous Employee says

"These are all listed for the Design department and if you actually care about the experience of the game you're working on, if you're just doing it for the money skip this review. Other departments are pretty remote and focused on other technical / visual fidelity aspects of the game so their reviews are more content than this... - Detrimental crunch as a result of poor planning in project decisions you have no say or transparency into. Typically, real production doesn't start until a deadline is around the corner. - Management and production will soft pressure people into crunch to prove your dedication. Expect to get calls at home. - Other employees who drink the koolaid will soft pressure you into crunch by talking behind your back to your manager or making snide remarks directly to you. - No one really speaks up for themselves or asks questions when it comes to quality of life. - Executive producers and Directors will, with no shame, walk around with resting pissed-off faces to openingly and intently spy on people to make sure you are working through your meal breaks. - Upper management and studio heads aren't necessarily part of the problem, but they surely aren't part of the solution. Very corporate and will immediately defuse and nicely shut you down if you bring up problems to them. - Hires talented senior people from titles like God of War, Ghost Recon, Assassin's Creed, Saints Row, etc.. and then have them restricted from design input and/or doing producer type tasks like taking notes. - Lots of turnover (both long time and new hire employees leaving) on the latest title - Layoffs to people who are passionate about righting the wrongs of the project and therefore present a potential threat to managers who are a "yes man". - Studio name is a joke and well known as one of the last remaining dark corners for a culture of crunch when talking to other industry folks, both with non-Activision and Activision studios alike. Just say you work on "Call of Duty" to save yourself the headache. - If you're a talented senior on well known titles but have zero experience shipping a title on a Radiant based toolset, you'll start as a mid-level here. - Studio wide emphasis on "just get it done" mentality; as long as the levels look hot by the deadline who cares how it plays. - Design management doesn't fit the role of modern managers very well; very nice people on a personal level but in a professional level no way genuinely invested in the growth of their employees unless you're a friend of theirs. - No outline for roles or how to advance. Engineering team has an exhaustive list of how to move up in their department, design management response for lack of an outline in their department is "We're working on it..." for the past several years. - The greatest asset of the company is the IP and not employees. You'll see coworkers easily replaced a couple days later and you'll expected to train the influx of new-hires who are paid way more / in a higher position than you since department management isn't going to do it."

Former Employee - Anonymous Employee says

"micro manage, bad management(mostly), politics, a lot of overtime"

Current Employee - Engineer says

"Culture of fear, power consolidation, and extreme crunch Production driven, very little opportunity for innovation Stagnant vision from creatives - too scared of upsetting ATVI"

Former Employee - Art Lead says

"Team run through fear and intimidation, with yearly layoffs despite selling the biggest selling game of all time two titles running. Power heavily consolidated among an extremely small upper level group, making creative contribution nearly impossible. Mid level management leads hold on to power through careful review tactics that keep the ambitious at bay. You will be run you right out of the company for not being a yes man. As a lower level manager, no dissent was welcome, no matter how well informed. Many have worked so many hours that it has damaged home and personal life. The personal cost of working here is tremendous. You might think this to be sour grapes, but the volume of shared opinion among former employees contradicts that."

Dan says

"This experience was horrible, I only play zombies, even with the new season 1 we still can't play offline 2 players split screen , We play with friends next to us , not strangers , seems like a waist of 90$ so far for the game and season pass . Call of Duty seems to have lost their Gameplay credit and exchanged it to get rich quick and not Family Fun Anymore ."

Les says

"Treyarch can't make good games. Cold war is a pile of trash."

PRIZE REBEL IS BS says

"literally the worst at making call of duty"

Blake Cramer says

"You guys use to make the best Call of duty games in the world and you guys have flopped like before you guys made BO2 and B01 but now it's crap games were its pay to win"

Arnaud Diaz says

"broke my phone and keyboard, because of frustration due to this irrational game lobbies that has all pro players in 1 teram and all noobs in the others, putting me in the noob team, long time wait, everything is paid, i mean comon we know your god is money and the devil but chill you greedy pathetic monsters..."