Pros
* Extremely supportive and skilled team: Someone is always willing to help out or hear suggestions/feedback, regardless of "hierarchy". *High trust, high autonomy: The team places a lot of trust on individuals to really own the features and projects they work on. Always willing to help if requested, but never breathing down your neck or stomping on your work/ideas. * Working on brand new problems: Rec Room, being sucha a unique product, has had to tackle some very interesting challenges over the more than 4 years I've worked here, so it's always had me thinking outside the box and interested in the next steps. * Iterative development: They truly adhere to iterative development of new features and even internal processes. This means you get to quickly get your work out to players and then refine it based on close communication with the community. * Work-life balance: In an industry fraught with bravado and burnout culture, Rec Room really stands out in actively promoting a good work-life balance, taking time off, no burnout, paternity/maternity leave, and teammates themselves checking on your emotional state. * There are a lot of opportunities to change what you want to do or what you're working on within the company. You can try something for a while, and then move on to a different team or work on something different. This is encouraged and keeps things fresh. * Benefits: Acts like a game studio, but pays like a tech company. Very good benefits and unlimited PTO.
Cons
* Rec Room has always been a bit hectic. Their iterative approach to everything makes it so not everything is optimal in terms of internal process and sometimes have to get to a breaking point before they're fixed/changed. This means you always have to be thinking on your feet and be willing to adapt and/or proactively improve the internals of the company. If you want clear-cut tasks assigned to you with smooth and rigorous process, it might not be a good fit.