Solid Processes - No Sticking Power for Me - Anonymous Employee bei TRIPWIRE INTERACTIVE: Mitarbeiterbewertung

4.0
29. Jan. 2026
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Pros

Moderately solid processes and documentation in place for tasks, tools, and systems. Coworkers were great and always helpful. Transparent leadership.

Kontras

Nothing serious. The game/project just wasn't for me. Hard to enjoy working on something if you don't enjoy the product you're helping make.

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5.0
19. Juli 2025
Mitarbeiter (anonym)
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Pros

Organized and friendly environment full of people that are great at what they do. Great place to be, especially if you like the IPs that the studio has. Supportive studio that prioritizes employee well being.

Kontras

None of major note. Career advancement opportunities seem rather difficult to come by, though not impossible. More of a note than a con.

5.0
30. Juli 2024
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Pros

Tripwire's offered compensation in 2018 for me as a 20 year old with less than a year of experience was impressive for me financially at that time. Not excessive looking back on it, moreso just profoundly motivating for getting into the industry. Gave me a short contract after they purchased the IP rights of some fan made content I made for one of their games. Huge respect to them for taking amateur developers seriously and recognizing when people make an effort. Paid me decently for rights to the stuff I made, then afterwards offered some actual work to do boring but easy polishing tasks. They probably didn't need to hire anyone to do that work. Part of their schtick as a studio/publisher has been associating with and encouragin game modders to take on more serious roles/projects in the game industry. Now, years later with a fair amount of genuine LD experience I've several times been offered less than what Tripwire gave me like 8 years ago. That's more about every non-AAA studio wanting impossibly cheap labor than suggesting Tripwire is paying boatloads to non experienced kids, but still.

Kontras

Hard to say honestly. Never involved in operations or day-to-day as a remote contractor and simply wasn't there long enough to find out much about how they do things. Tripwire and the studio they co-developed with were quite hands off with me. Didn't really speak to any of the long-term devs besides troubleshooting stuff, very autonomous and just turned in my work. I definitely wish I could have learned more from the experienced devs at that time but that's also a two way street I suppose.

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