Pluspunten
Coming from a smaller studio, I was honestly worried the codebase here would be a tangled mess given how long the games have been live. It's not. The gameplay code is layered properly, naming conventions are consistent across modules, and there's actual documentation for the systems that matter. Code reviews are one of the better parts of the job for me. People take them seriously, leave detailed comments, push back where it makes sense, but nobody is gatekeeping or playing the senior card to win arguments. I've had reviews with the lead engineer turn into 30-minute discussions about architecture choices and walked away with a better understanding of the system every time. Salary is genuinely competitive for the region, payments come through on the same day every month without fail. The flexible schedule is real, I usually start around 11 and nobody has ever made a comment about it. What matters is whether the sprint commitments get delivered. Tooling is modern, the build pipeline works, and the engineering organization is large enough that there's always someone who has solved the problem you're stuck on.
Minpunten
Crunch periods are a real thing before major feature releases, especially when something LiveOps-related is on a fixed external date. They don't become the default mode and they're usually predictable a few weeks out, but I'd be lying if I said the last two weeks before a big release feel the same as a normal sprint.