Accountant (Former Employee) – San Francisco, CA – April 29, 2018
I was here on a prison work release programme as I had got my degree in accounting in prison. I found it difficult and the atmosphere is negative, bit of work place bullying which needs to be addressed. I sadly was let go, as many were. Upper management have their issues. Overall lots of activities and lots of food, free lunches that were great. Competetive over salaries. Not enough pay.
Activities, free lunch
Bullying, cut throat, high pressure, fear of being let go.
Community Manager (Current Employee) – Long Beach, CA – January 10, 2018
The people are great. Work environment is fun and exciting. The benefits are pretty good and the perks are awesome (catered lunches, outings). Just know that the video game world is pretty volatile and audiences are fickle so job security depends on a games audience.
Graphic Designer (Former Employee) – Long Beach, CA – October 13, 2017
The studio in Long Beach was like no other. Other studios owned by Glu will not be the same, that's for sure. Overall, typical corporate structure, benefits were pretty good. No real complaints but maybe they jumped a few sharks.
IT Intern (Former Employee) – Bellevue, WA – September 8, 2017
My boss was great, but the company as a whole was just OK. The company didn't have any products I knew well or cared much about, and there was either very little work to do, or a lot to do in a short time. I think that it was a better experience for me, however, compared to most of the other employees.
Artist (Former Employee) – Bellevue, WA – May 4, 2017
A fun environment to work in with lots of talented and passionate people making awesome stuff!
Unfortunately the company is poorly managed at the top and see its employees as disposable. If your studio doesn't make a "hit" (i.e. doesn't meet exceptions, despite being profitable) be prepare for a closure. Studios have no control over what Titles/Genre they work on, and are given their marching orders by upper management. If the strategy fails, the studios face the consequences for the bad direction. (Pure celebrity focus anyone?)
Good temporary job, but don't get comfortable working there.
Productive and fun work place with ping pong table and snackage
customer service (Current Employee) – Long Beach, CA – December 19, 2015
One of the best groups of people I have ever had the pleasure to work with. The employees at this company do a great job at having fun and making sure everyone feels apart of the team and gets the job done.
free lunches, awesome events, great coworkers, overtime
Software Tester - iOS (Former Employee) – Kirkland, WA – June 4, 2015
My day would start by attending team stand up which allowed me to gauge what work needed to be done over the course of the day. From there I would either create test cases/test plans for upcoming work or I would begin testing the day's content. I would use Jira to track any bugs written against the branch. If bugs were fixed during the day, I would kick off a new build and handle bug regressions for the team. I would attend any and all meetings that the QA Lead was invited to. Towards the end of the day the QA Lead, the Producer, the Lead Engineer and I would do a bug triage to determine what bugs would be fixed during the sprint.
Free snacks and Beverages
Contract agency they use is terrible and out of state.
Cares more about the bottom line than it's games or employees.
QA Tester / Content Writer (Former Employee) – San Francisco, CA – May 9, 2013
The creative teams I worked with at Glu were some of the most talented in the industry. I was constantly amazed at the quality of work they put out.
Sadly, the upper management preferred to simply copy other games rather than take any risks. On top of that, the budget was constantly strangled, making it harder to bring in talent to create the very games the company relied on. I saw several employees quit after simply burning out, and these were people who LOVED making games.
At the cost of one Executive Producer, the company could have hired two designers, artists... people who, you know, make games.
Instead the company became increasingly top heavy and bloated, rather than the small, competitive, game studio it could have been.
Work location and office size were constantly cramped in San Francisco. Noise was a constant distraction with no cube walls. Complaints were often ignored by executives who didn't really seem to care, because they all had offices.
Towards the end, entire departments were being forced to fit into tiny conference rooms due to short sighted planning.
Free train pass. Benefits were okay. Stable income.
Terrible office. Execs did not listen to anyone. Bottom line trumps workplace happiness.