Production Intern (Former Employee) – San Francisco, CA – October 30, 2013
I know Zynga's reputation isn't exactly sterling as of late, but my experience working at their headquarters in SF was wonderful. Everyone I met was incredibly nice, the employee accommodations were top notch, and despite being the young intern I felt like the work I did was important. The general issue I detected is that (at least in my department) no one was fired up about the game we were in charge of making. Mind you, there wasn't any real negativity present in meetings, but there felt to be a general malaise and confusion about what we were making. That's not to say that I wasn't surrounded by sharp, talented people. Rather, I felt that our efforts would have been better put to use on a game project with a more clear vision of what would make it fun.
In short: Great environment, nice and talented people, a bit unfocused vision.
Relaxing & fun environment, with unbelievable perks.
Unity Animator Intern (Former Employee) – San Francisco, CA – April 21, 2016
Day 2 day: Created texture sheets in Photoshop and geometry(complex planes) in Maya, animated geometry and particles in Unity.
What I learned: Learned Mobile pipeline for mobile games. Learned animation tools for efficiency in Photoshop / Maya / Unity Learned whats to be expected for an animator in the mobile gaming industry.
Management: Management was amazing. They had several meetings a day/week to discuss everything from art fixes to schedules to company wide events. Anything I needed, they could help, or at least know which way to direct me.
Hardest part: Integration of assets and functionality of assets into the game engine
Most enjoyable: I loved everything about this Internship.
Free - Coffee, Breakfast, Lunch and Dinner, plus snacks
Free - Coffee, Breakfast, Lunch and Dinner, plus snacks
CIO Group (Former Employee) – San Francisco – July 20, 2015
The pre-IPO halcyon days quickly gave way to a perpetually-failing public company presenting all the disadvantages of a young company (immaturity of a plurality of decision-makers, instability, lack of operational focus,...) as well as all the disadvantages of a large company (bureaucratic sclerosis, Dilbert-style "leaders", fat and waste).
Cool SF Headquarters, decent compensation and benefits if politically-savvy enough.
Salesforce Admin Consultant (Current Employee) – San Francisco, CA – May 26, 2016
The Goal of the project is to implement and to increase the speed of the Sales in the Organization. Configuring and improving the implementation and developing new capabilities for the free flow of interaction between the users and the customers of the Company
Very active place to work, business never misses a beat
QA Engineer I (Current Employee) – San Francisco, CA – February 1, 2016
A typical day at work begins with reviewing the health of our game, and any user complaints within the last 24 hours, go over schedule, and important upcoming dates. We prioritize and begin our day. The hardest part is when we have a major user facing issue a long with a tight schedule, it makes it hard to keep track of everything in flight. The most enjoyable part of working at Zynga is seeing users on my commute happily playing our games.
Senior Game Designer (Former Employee) – San Francisco, CA – August 25, 2014
Colleagues mostly trickle into the office between 9 and 10am and fill racks near the entrance walls with bicycles. The environment is colorful and friendly with large banners representing the company's portfolio of projects. Each desk is personalized by its occupant. The conference rooms are named and themed after nearby game teams. Kitchens an cafes are fully stocked and puppies greet each other during breaks at a dog park on the roof. Most people put in a little more than 50 hours a week and everyone works REALLY hard.
hard working colleagues, puppies at work, a large gym, and wonderful food
city traffic and commute, no 401k, bonuses are for management
QA Engineer III (Former Employee) – San Francisco, CA – February 13, 2013
A typical day consisted of writing and executing test plans. Testing features. Writing and regressing bugs. Meetings with developers and producers to discuss the days expectations. Daily smoke tests followed by unplanned overtime almost nightly. The hardest part of the job was not knowing what time my shift would end. The most enjoyable part was working with friends from previous jobs.
unplanned overtime. side promotions with no pay raises. 1 year contract
Overall I felt like I gained a lot of knowledge in the past year in software development, but it came at some costs.
Some weeks the hours were fine, but some weeks you would get stuck working 12-14 hr days which made it rough for work/personal life balance. As a contractor you were not allowed to go to any of the special events that sometimes helped/confirmed that the long days you put in was worth it and appreciated.
I will say my direct management was amazing and very transparent with their decision making.
Senior Product Manager (Former Employee) – San Francisco, CA – June 12, 2013
The early days were fantastic. Pay was strong, career advancement was great, perks were better than 99% of companies out there. Unfortunately the company is now in its downswing and has been sinking for some time.
Work life balance is difficult in a San Francisco based game studio. Do everything in your power to get onto a profitable game team for your job security. Those that find themselves on unproven projects or in remote studios are at high risk for layoffs and will not get as much pay or bonuses as other teams.
free food, bring your dog to work, lots of free t-shirts, fun coworkers
Hit or miss experience. Very dependent on studio and project.
Quality Assurance Engineer I - Release QA Co-Lead (Former Employee) – Austin, TX – August 13, 2012
It's difficult to give an overall review for Zynga. As a contractor involved with the launch of two major titles, the work experience can be like apples to oranges.
One project would require the team to work an unknown number of hours in a day typically between 10 to 14 and occasionally the 17 hour shift. Then expect a punctual return the next day at the normal start time. The other attempted to create a somewhat normal cadence.
However the fast pace and long hours allowed for contractors to pick up a wide variety of experience.
Senior Service Delivery Manager (Customer Support) (Current Employee) – San Francisco, CA – December 5, 2014
This is a good company. We have a lot of perks. Free breakfast, lunch and dinner. Happy hour on Fridays. A few of us are musicians so we take turn to DJ at happy hour. Multi talented and cool people. And we can bring dogs to work!
free breakfast, lunch and dinner.
intense. if you want to be rewarded, you need to really rock at what you do which is fair.
Mobile Studio Assistant (Former Employee) – San Francisco, CA – August 23, 2014
A typical day would consist of calendar management, handling executive schedules and meetings, travel arrangements, meeting preparation and budget/expense procurement. I would be engaged with executives and co-workers on a daily basis.
free food & drinks, casual environment, dogs @ work, working from home
commute distance for me (personally) from roseville to sf
Responsibilities: •Thorough analysis of business requirements, gap analysis •Create and execute test cases for assigned feature •Communicate issues, risks and test status in a timely and detailed manner •Determine root cause of issues found •Effectively collaborate with team members to achieve the best results •Contribute to a culture of innovation and quality across the Zynga Quality organization
QA Manager (Current Employee) – San Francisco, CA – July 1, 2014
I have spent 6 years at Zynga and I have watched t change. When I started out it was a great place to work with lots of perks. As Zynga grew they have lost sight of their own company values. They no longer seem interested in the people who work there and are 100% focused only on market value and penetration.