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Bellevue, WA (États-Unis)
De 51 à 200 employés
Entreprise non cotée en bourse
Jeux vidéo
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    Ancien employé - Employé anonyme - Bellevue, WA (États-Unis)
    Ancien employé - Employé anonyme - Bellevue, WA (États-Unis)
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    J'ai travaillé chez Sucker Punch Productions à temps plein (Plus de 3 ans)


    This was a great place to work. At the time I was there everyone got along great and they made sure it was a wonderful culture and place you’d want to spend time. Lots of benefits and extra things that didn’t need to be done for employees but were. Not an easy place to get a job, but worth it if you do.


    Long hours during release dates, but you know that in this industry. So it really isn’t a con, just a part of the job that isn’t so fun.

    Conseils à la direction

    Keep up the good work and putting out great games.

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Photos chez Sucker Punch Productions

Sucker Punch Productions photo de : Inside the studio
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Entretiens chez Sucker Punch Productions



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  1. Utile (10)  

    Entretien de Software Engineer

    Candidat à l'entretien anonyme - Bellevue, WA (États-Unis)
    Aucune offre d'embauche
    Expérience négative
    Entretien dificile


    J'ai postulé via un recruteur. Le processus a pris 2 jours. J'ai passé un entretien à Sucker Punch Productions (Bellevue, WA (États-Unis)) en septembre 2012.


    A Recruiter sent me unsolicited email asking about my interest and asking for me to solve a coding problem. I am not an experienced Playstation/game developer, so I confirmed that the position was open to generalists before we moved ahead.

    I was given no credible reason for a negative response after I submitted my sample code. And upon further review with my peers, I would expect that the my code is a valid response to get my foot in the door.

    Very frustrating. I suggest that the next candidate ignore the recruiting email from Sucker Punch.

    Questions d'entretien d'embauche

    • Problem Statement
      The problem is to write a set of functions to manage a variable number of byte queues, each with variable length, in a small, fixed amount of memory.
      You should provide implementations of the following four functions:
       // Creates a FIFO byte queue, returning a handle to it.
       Q * create_queue();

       // Destroy an earlier created byte queue.
       void destroy_queue(Q * q);

       // Adds a new byte to a queue.
       void enqueue_byte(Q * q, unsigned char b);

       // Pops the next byte off the FIFO queue
       unsigned char dequeue_byte(Q * q);
      So, the output from the following set of calls:
       Q * q0 = create_queue();
       enqueue_byte(q0, 0);
       enqueue_byte(q0, 1);
       Q * q1 = create_queue();
       enqueue_byte(q1, 3);
       enqueue_byte(q0, 2);
       enqueue_byte(q1, 4);
       printf("%d", dequeue_byte(q0));
       printf("%d\n", dequeue_byte(q0));
       enqueue_byte(q0, 5);
       enqueue_byte(q1, 6);
       printf("%d", dequeue_byte(q0));
       printf("%d\n", dequeue_byte(q0));
       printf("%d", dequeue_byte(q1));
       printf("%d", dequeue_byte(q1));
       printf("%d\n", dequeue_byte(q1));
      should be:
       0 1
       2 5
       3 4 6
      You can define the type Q to be whatever you want.
      Your code is not allowed to call malloc() or other heap management routines. Instead, all storage (other than local variables in your functions) must be within a provided array:
       unsigned char data[2048];
      Memory efficiency is important. On average while your system is running, there will be about 15 queues with an average of 80 or so bytes in each queue. Your functions may be asked to create a larger number of queues with less bytes in each. Your functions may be asked to create a smaller number of queues with more bytes in each.
      Execution speed is important. Worst-case performance when adding and removing bytes is more important than average-case performance.
      If you are unable to satisfy a request due to lack of memory, your code should call a provided failure function, which will not return:
       void on_out_of_memory();
      If the caller makes an illegal request, like attempting to dequeue a byte from an empty queue, your code should call a provided failure function, which will not return:
       void on_illegal_operation();
      There may be spikes in the number of queues allocated, or in the size of an individual queue. Your code should not assume a maximum number of bytes in a queue (other than that imposed by the total amount of memory available, of course!) You can assume that no more than 64 queues will be created at once.   Répondre à cette question
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