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Only talking about the art department.
The company has a fairly good atmosphere of freedom at work. As long as you finish your work on time, you basically don’t need to work overtime (at least I haven’t worked overtime more than three times in the past three years). They are willing to hire and train newcomers. Although the benefits have been shrinking year by year, the holiday bonuses are still relatively generous. For a recent graduate, the base salary is also fairly good. It is a suitable company to use as a stepping stone or a place to settle down for retirement.
The control of personnel costs is very poor, and I have occasionally heard of cases where people spent six months to a year learning 3D and were then laid off. Communication between departments is also very poor. At the non-management level, the art, planning, and programming departments have absolutely no interaction. Projects are assigned wherever there is a staffing shortage, but since the required style is always the same, there is not much difficulty adapting. It is obvious that the early-stage planning is very poor. The game development process seems to follow a “do it first and talk about it later” approach. In the end, they either spend a great deal of time revising it or scrap it entirely and start over. Overall efficiency is low and the results are poor. After making a game that even the developers themselves do not want to play, how can they expect consumers to pay for it? Besides the low sense of accomplishment, salary increases are also very slow. If you are unlucky, you may be laid off, so on second thought, it does not seem quite as stable as a place to settle down for retirement.