Working at Sledgehammer Games |

Sledgehammer Games Overview

Foster City, CA (US)
51 to 200 employees
Company - Private
Computer Hardware & Software
Unknown / Non-Applicable
Sledgehammer Games, developers of Call of Duty: Advanced Warfare is hiring!

 Sledgehammer Games was founded with a singular goal: Achieve Excellence. We have a state of the art facility, an industry leading development team, and a studio culture ... Read more

Sledgehammer Games Reviews

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    "A Company in a Transitional Period"

    Current Employee - Anonymous Employee
    Current Employee - Anonymous Employee


    - Dev teams are made up of mostly good people that are passionate about making the best games possible

    - Studio has a culture of playtesting and sharing feedback

    - Learning opportunity to work with a large team on the biggest AAA franchise around

    - New studio head has more trust from people on the ground. There's a lot of work to do to reform studio culture, but I think he's pushing in the right directions.


    - Industry low pay for the area, underwhelming bonuses

    - No company pride; people bond/gossip over their mistrust of HR/Recruiting/Leadership/Activision as there is little transparency. There is often a discrepancy between our stated company values and our daily practices.

    - Contract system is predatory. Many contract employees are strong contributors, but are kept on contracts for 1-2 years and then let go.

    - Staffing per department is inconsistent and teams generally run lean due to headcount limitations; some teams have very bad crunch while others have more manageable schedules. Crunch is never "mandatory" but it's pressured by the culture, which creates the same result.

    - Management has scoping issues, which caused us to ship a buggy game with broken features and damage the company reputation. Constant content updates create a myopic mentality of cramming in changes at the very last minute rather than focusing on stability.

    - Philosophy of downsizing after every project and reloading for the next game limits ability of company to retain talent in order to make the leap from making 80% games to 90% games.

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Sledgehammer Games Interviews



Getting an Interview

Getting an Interview





    Artist Interview

    Anonymous Employee in Foster City, CA (US)
    Accepted Offer
    Neutral Experience
    Difficult Interview


    I applied through a recruiter. The process took 2 weeks. I interviewed at Sledgehammer Games (Foster City, CA (US)) in January 2014.


    I contacted the recruiter at that time on LinkedIn, expressing my interest and showed my portfolio. The recruiter sent me an art test. The art test was fast, and I did lose sleep.

    Next I had a phone interview with an HR person, then a Skype interview with my lead. He pointed out some areas of the art test that could be improved. I made the improvements and resubmitted.

    Then I had a Skype marathon interview with 4 groups of 2-3 people, which in total lasted 2-3 hours. After that I received a job offer.

    Interview Questions

    • Explain your workflow on creating the art test.
      What would be your favorite thing to model?
      How would you go about creating a realistic asset without photo reference?   Answer Question
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