Scopely Reviews

3.7

69% would recommend to a friend

(350 total reviews)
avatar

Walter Driver and Javier Ferreira

85% approve of CEO

66% positive business outlook

Scopely has an employee rating of 3.7 out of 5 stars, based on 350 company reviews on Glassdoor which indicates that most employees have a good working experience there. The Scopely employee rating is in line with the average (within 1 standard deviation) for employers within the Media and communication industry (3.7 stars).

Reviews by job title

350 reviews
1.0
5 Aug 2019
Recommend
CEO approval
Business outlook

Pros

The company culture itself is great, and there are wonderfully talented people on each team in design, art, ux, research, and engineering. They provide free lunch. The facilities are large and despite the flaws in their games, they're making stupid amounts of money, so if you keep your head down and avoid confrontation (i.e an opinion), you can probably be comfortable for a while at Scopely.

Cons

Take a very close look at the fact that the positive reviews are all from Product Managers, and anything negative is from a different position. Even when they're anonymous, you can tell from the catchy words like "growth", "initiative", "elevation", "synergy", etc. You know, the kind of things people who want you to buy what they're selling would say. That is because Scopely is a political minefield where Product Managers reign supreme. If you don't play the game and put up any resistance to a decision a PM makes, your time at the company is limited and they *will* find a bus to throw you under and force you out. People here are exhausted by the politics and being forced to implement every idea conceived by a PM, good or bad. If something good happens to an app's revenue or retention, a PM will get the credit. If something bad happens (maybe a feature/event doesn't do so great, or there's a dip in revenue, etc), it's design/art/ux/the janitor's fault. PMs have gotten credit for features that were finished before their first day of work. We can't make the time to fix or improve something that would lead to a better user experience and overall game, but we can drag out the development of a game for an extra year so that a PM can make their team drop everything to copy mechanics and/or features from the latest app that they've downloaded. PMs have a special bonus structure that they reap the benefits of, because they control the development schedule and can manipulate it to ensure they hit their 'goals' to get that $$$. An entry level PM will not only make more money than anybody else on the team, but have more power than a senior/director level of any other role. Scopely will nickel and dime salary offers for any other department, but a PM can come in easily making 180k+ (because a VP/Director level PM ultimately signs off on any new hire on a team), and they'll get a senior/VP/duke title without resistance. PMs get promotions and raises several times a year, but you'll find people in many other positions who have never gotten a raise, and have to fight tooth and nail for title promotion. Product managers have the power to veto literally any creative decision, whether it is design, ui/ux, or art. The company is bleeding designers specifically, because PMs are either finding manipulative ways to fire/drive them out of the company when they stand their ground on perspectives that conflict with what a PM order, or they are simply giving up and leaving. To them designers are, at best, a decoration that exists to write documentation and influence team morale. A designer who expects to create engaging, innovative experiences should look elsewhere because you will just be asked to copy some feature from another app that will probably have nothing in common with yours. If the art team wants something green and product wants it blue - guess what, you're making it blue but you'll get a stern talking to about being a 'negative impact on the team' for any resistance you might have shown. The craziest thing is, most of the Product Managers at the company have no (or minimal) experience in mobile, and it shows. They have Harvard business degrees and finance backgrounds, but often no clue how difficult or easy many facets of the development process are. And yet, the C-suite thinks they are all prodigies and hands the highest level of power to some of the most inexperienced people in the company. They are also conveniently some of the most volatile personalities at Scopely. Scopely doesn't call itself a "game" company - it's an "experience" company. Their customer base isn't made up of "players", they're "users". Scopely is here to make money regardless of what they have to do to their "users" to squeeze it out of them, and making fun, high quality games is not a part of that deal. It's pretty incredible the amount of resistance there is at this company to give the creative roles the authority to do their jobs, and to keep product managers in their appropriate lane. I'd like to keep my head low, but I'm so sick of seeing good people abused and bullied out of their jobs for trying to do their jobs and make the best games they can. Thanks for coming to my TED talk.

1.0
26 Nov 2015

Worst leadership ever, full of failing upward egomaniacs

Anonymous employee
Recommend
CEO approval
Business outlook

Pros

Some big titles on the slate and a lot of hard working folks in the trenches. Not many other options in LA if you are tired of the SF market as I was.

Cons

Exec management team is generally clueless and come from other failed startups and/or fired from previous massive corps, failure to address basic problems and do not care about employees. Witnessed some pretty bad illegal treatment of folks in my time here and shocked there haven't been lawsuits. Good luck if you are a female there around the old boys club. Act like they care but it's all about whatever gets the CEO more vanity press. Run far far away especially if you are an engineer. Lots of better options!!

1.0
14 Aug 2016

Top-heavy with Unscalable Leadership

Anonymous employee
Recommend
CEO approval
Business outlook

Pros

The people at Scopely, when you get to the individual level, are amazing. Friendly, smart, and empathetic -- for the most part. The company does provide a fantastic benefits package, and the compensation is extremely competitive within the industry. Free food and drinks if you consider that a pro, but it's a fairly common practice that shortens lunch hours and gets people to work through dinner.

Cons

First of all it's worth noting that the games are developed and measured for their ability to make money, not for their ability to entertain. Some people won't mind this, but hard core gamers beware: this will not be the place for you. To put it another way: if you're looking for a company that focuses on making incredible gaming experiences, you will be disappointed. As another review put it, this company is solely concentrated around making as much money from their players as possible. Burn and churn. They grant employees similar treatment, cranking as much out of them as possible and discarding them once they're burnt out. Other problems abound, from praising those who prioritize work over personal life (while pretending to encourage people to maintain work/life balance), to credit heaped upon leadership and not the talented folks that put in the effort, and everything in between. Instead of writing an essay-like review and walking through each individual issue, I thought it'd be beneficial to focus on one major problem: leadership. The company is an upside-down pyramid, with so many 'leaders' leaning on so few individual contributors. This becomes problematic in a number of ways. First off, much of the leadership lacks gaming knowledge (and I don't just mean experience in the industry, I mean a connection to the gaming culture) and will strive to strictly hire folks with said knowledge, only to disregard it the minute that individual walks through the door. Too often leadership is unwilling to say "I don't know", and trust the expertise and ability of the incredible talent that has been recruited. Leadership also regularly sacrifices investment in employees for the sake of production, creating a nigh-impossible path for hard-working and engaged employees to grow and develop along toward their desired mastery. There are many more, but there is one preeminent flaw that I'd like to focus on. This particular problem I'll call micromanagement drive-bys. Definition of micromanagement drive-by, (noun), the act of a manager (or leader) jumping into the middle of (usually lower down in the hierarchy) someone's work in order to alter the outcome without full context or expertise in the area, all while not maintaining personal responsibility for that project. Example: My manager came to my desk and told me to that the argument I made in slide 13 was soft, and that I needed to mention the potential impact of the upcoming presidential election. The problem is that my manager doesn't even know what the deck is about, there are only 8 slides, and the material in the presentation covers 2014 to 2015, making the upcoming election irrelevant. Am I expected to somehow still include this feedback in my deck? I don't want to ignore it and receive critical feedback for failing to incorporate it. It's safe to assume that over half of the problems in the company stem from this type of micromanagement, and here are some key examples: it removes the sense of ownership over projects, it limits growth opportunities, it removes the space needed for creative problem solving, it takes up an unreasonable amount of leadership time, it cultivates an environment thick with the fear of making decisions, it creates a culture centered around displacing blame that discourages communal product alignment, it ensures terrible expectation management, and it ultimately ends up making a Scopely a horrible place to work.

Viewing 1 - 3 of 350 Reviews

Glassdoor has 505 Scopely reviews submitted anonymously by Scopely employees. Read employee reviews and ratings on Glassdoor to decide if Scopely is right for you.