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I’ll only discuss the art department; I’m not familiar with the others. The advantage is that the barrier to entry is low for newcomers, and they’re willing to provide training and mentorship. There are also quite a few highly skilled people at the company whom you can learn from. The division of labor is fairly specialized, so unless you transfer to another team, the work is relatively narrow in scope (which has both pros and cons). The deadlines for completing 3D assets are somewhat longer than at other companies, but you’re expected to make them highly detailed, and they usually go through multiple rounds of revisions before being approved. The downsides are that there’s no overtime pay (the provided dinner allowance of 120 is deducted if you work from 7:30 to 9:30), and with so many artists, promotions are quite difficult. The highly specialized division of labor can make you feel like you’re working in a factory. Even after changing the style as requested by the company, it ultimately still ends up looking like the previous game, which can leave you feeling that your work lacks a sense of accomplishment. The starting salary is okay, but salary increases have been small over the past few years. It’s fine as a first job for a beginner, but if there aren’t many opportunities to learn after a few years, you can move on. That’s about it, guys. I’ll say more if I think of anything else.