Sumo Digital reviews

3.6

63% would recommend to a friend

(239 total reviews)

Carl Cavers

49% approve of CEO

23% positive business outlook

Sumo Digital has an employee rating of 3.6 out of 5 stars, based on 239 company reviews on Glassdoor which indicates that most employees have a good working experience there. The Sumo Digital 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

239 reviews
2.0
Jul 22, 2020
Recommend
CEO approval
Business Outlook

Pros

There's a wide variety of projects: good to give your portfolio a boost. Safe, stable company that doesn't take many risks, if any. There's a lot of responsibility and ownership to take, if you're the proactive type. You get to work with some UK gamedev veterans from the 80s and 90s.

Cons

Unfortunately, Sumo Digital still has a lot to learn if they want to be the triple AAA powerhouse it claims to be. Both in company culture, process, and how it treats its staff. There has been a massive wave of leavers recently, who probably share a lot of cons I will describe below: Underpaid, overworked, under-rewarded, and underappreciated. Pay is painfully low. The company considers this to be "good for the area". Unfortunately, your money doesn't go very far outside of the area. The Sheffield studio is terribly located at an industrial business park outside of the city. Commute via public transport has been consistently dreadful for many years, and despite studio management saying they are solving the parking issue; it is still dreadful 2 years down the line. The company has been around for quite some time, which also means there are a lot of employees that have been there for +15 years that are really stuck in their ways. I've had multiple friendly, but direct meetings with directors and production to refute why these legacy processes are hurting overall productivity, proposed ways we can do things differently using experience and empirical evidence, only to have them make the same mistakes later on in the project again (and worse even, on new projects several years down the line!) There is a reason why Sumo's games haven't been received very well and why many have been cancelled / delayed after many years of development. Sumo will commonly claim that it's "the publishers fault". Unfortunately, after multiple failures with multiple different publishers, perhaps the studio should begin to look at itself as the "problem". Almost every project I have been on has been over-promised and under-delivered. It seems Sumo negotiates its contracts based on how much money it generates, without reflecting on whether the studio has the technical knowledge and expertise to deliver on it. Shame. As of 2018, Sumo implemented the "Sumo Pathway", which is how the company outlines overall career progression at Sumo. In principle, this gives employees a set of non-negotiable criteria they need to meet to be eligible for promotion. In execution however, this heavily depends on your line manager; which is where the problem lies. I have seen people that have been at sumo for less than 2 years be promoted to a senior position, whilst others that have been here for much longer (and have far more experience under their belt) be ignored. I have seen people that have consistently saved projects from the brink of cancellation and took up responsibilities way above their role's expectactions be ignored and swept under the rug. Furthermore, Sumo Digital is dreadful at acquiring and fostering talent. Individual members on projects may acknowledge a person's contribution and dedication towards a project, but the company as a whole doesn't. Sumo treats its employees as faceless entities, rather than what an individual person can bring to the studio in terms of knowledge, experience, and skill set. As Fred Brooks once said: "What one programmer can do in one month, two programmers can do in two months" sadly doesn't apply to the studio. They assign people to projects and tasks not based on their merit, preference, or skillset. Seriously, it's like Sumo doesn't want to keep it's most productive and valuable staff. Development and role models: This ties into the problem described above, that there really isn't any form of role modelship going on at Sumo. Most experienced people just gather a pay check. Come in at 10. Leave at 4, the typical things. During my entire time at Sumo, I have never felt that my levels of experience and skills was below that of the rest. If anything, it seemed like they always matched or were far above the mean. This is disappointing if you're looking to learn from very experienced people, as you're often just left to tend to yourself. Company culture / values / morals / integrity In all fairness, I don't see how Sumo is advertising this as one of the key reasons people should apply to Sumo. There is an uneasy aura of cliquiness and unprofessionalism amongst its staff: Seniors dating juniors/interns, gossip, defamation, highschool drama, recruitment sleeping with studio management, people being promoted because of personal relationships... you get the point. What is frustrating about this culture is that there are thousands of people dying to break into the industry (who are probably also way more qualified), but instead, some people at Sumo deliberately undermine this and opt for cronyism and favouritism. So much for the equal employment agenda the company is pushing so hard for. Yuck! Crunch / Overtime Overtime is (very) common place at Sumo and is unpaid. As described earlier, almost every project has had this problem due to terrible scheduling and unrealistic deadlines. I've seen people get fired because they refused to work overtime. Again, nobody is acknowledged or rewarded for the many, many over-hours that they (voluntarily) spent away from their families just to ensure we are able to deliver on a set of constraints foolishly negotiated by people in positions of power that nobody on the workfloor ever sees. HR: HR is incredibly understaffed and unprepared to take on the issues that come with an ever-expanding studio. HR still operates as if the studio is still only 30 people strong: it's not anymore. Problems and issues will arise, and employees need to feel safe and comfortable when coming to work. For many, HR is the first port-of-call when dealing with workplace issues, and these issues need to be addressed fairly and appropriately. There have been many instances from many different employees that felt harassed and bullied, but despite multiple attempts, nothing concrete has been started.

2.0
Feb 8, 2018

Indepth review of Sumo from an industry vet.

Anonymous employee
Recommend
CEO approval
Business Outlook

Pros

Relatively safe to work for in terms of stability. There have been redundancies in the past like many studios, but the studio doesn’t appear to be in danger of closure any time soon. As a work-for-hire studio with many projects in development it can use other projects to offset any financial difficulties encountered – not guaranteed but certainly helps to mitigate against any financial blows. It’s a family friendly studio, overtime does happen but in my experience its asked for rather than being imposed. Of course when I say ‘asked for’ I use this lightly. The reality is that you still have to do it, but being approached respectfully is certainly preferred. Choosing not to work overtime results in much smaller yearly bonuses. Though it should be said even the high bonuses do not equal the amount of overtime hours. (note: overtime as like many other UK studios is unpaid). Producers fight for their team against bad client decisions (or atleast it does on my team). Out of all the places I have worked this is something of a rarity and it may be Sumo’s best quality. Rather than producers paying lip-service to clients they recognize this is bad for the studio and will fight unreasonable demands to protect the team from any fallout. In many respects the producers are easier to work with than the game developers. Variety of projects, styles and designs. From AAA to smaller styled games. Sheffield tends to have a bad reputation but it’s not warranted. The city has changed much over the years, there is always lots to do and with the peak district being so close its great for outdoor sports. Accommodation is also significantly cheaper (though its increasing), a lower cost of living is a real plus. Flexi-time, (but not without its issues, see below)

Cons

Because the studio is safe to work for then it attracts comfortable developers who are not particularly keen on pushing their craft, many have only worked for one or two studios limiting their experience. Game features are implemented with a ‘what can we get away with’ attitude as opposed to ‘what will play / feel / look amazing’. It must be noted the ‘what will be amazing’ approach tends to come at a cost of longer hours. It’s a difficult balance to achieve and few studios get it right but Sumo’s bias is in favor of playing it a little too safe. This undermines their efforts to become a triple A studio. At Sumo designers don’t just design game features but also how these features are made from a technical perspective, this causes issues if the designer isn’t particularly tech or art savvy, often wanting features to be made in a way that isn’t particularly flexible or visually appealing. Since Sumo come from a racing background then their understanding of how game features are built in other genres is often skewed. This is compounded by the problem that a number of Sumo employees are reluctant to listen and learn from developers who bring experience from elsewhere. In my experience while middle management are relatively easy to work with, there are a number of ground-floor developers who are incredibly difficult to work with. Tasks are given to whoever is available, this can mean someone who is under qualified will be handed the responsibility to take on something way above their skill level. This itself could be helped if there was a type of mentor / buddy system – but there is no such thing. Often this will result in some of the poorest game systems I’ve ever encountered. My lead never approaches me to checkup on how things are progressing. Yearly reviews tend to be an afterthought, that’s not to say they are not conducted seriously but they feel more like a gesture of goodwill as opposed to a process that helps define career paths and personal growth. Reviews will be delayed studio wide if there are other more pressing matters. For instance in 2017 we were informed that reviews / bonuses would be delayed due to some key milestones. Pay rises and career growth isn’t tracked and there is no clear route for employees hoping to develop further. Parking is very limited and its divided into people with allocated spaces and people without. This means its difficult for employees without an allocated space to take full advantage of the flexi-time system since if you arrive later then you’ll find the parking is completely full. Studio management will claim they are taking steps to help the situation but since management have allocated parking there is little incentive to solve the problem. You can call the front desk who are tasked with helping people find parking spots but doing this too often usually leads to them ignoring you. Again a gesture of good-will but without any true commitment.

2.0
Mar 2, 2018

No Career progression, spineless production

Anonymous employee
Recommend
CEO approval
Business Outlook

Pros

- Some friendly people - Have some very talented and hard working people there

Cons

- Higher management wont take responsibility for their failures and would rather push them onto others - Production spineless when dealing with clients and their demands - Senior production demanding overtime but not doing it themselves - No career progression or training offered

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