Name: Sophie Malik
Title: HR Business Partner
Developer: Creative Assembly
Country: United Kingdom
What differentiates your studio from other developers?
Creative Assembly has been making awesome games for over 27 years and our portfolio is totally unique. We’re known for our versatility, and that’s made possible by console and PC teams that are wholly dedicated to creating great games and supporting the studio.
We recognise that we’re fortunate to have such great people working here and we support them to stay at the top of their games through great benefits, amazing training opportunities, and a work/life balance that strives to keep people secure and happy at work and at home.
It’s certainly a priority for our studio director and leads to keep in touch with what works for everyone in the studio and what can be improved to push us forward.
Encouraging fun, quality and deep friendships at work makes our games better, and the creative chemistry that comes from that is truly unique to us at Creative Assembly.
How many staff are you looking to take on?
Right now we’re looking for over 20 people in both console and PC. We have more great projects in the pipeline, so watch this space.
Our studio’s recent successes with Alien: Isolation and Total War helped raise our profile as an exceptional employer and we’re excited to speak with talented people who like what they see.
What perks are available to those working at your studio?
On top of the competitive salary scheme and health plans, our employees get awesome training opportunities. Last month, Scott Meyers recently met our programmers and held a three day FAQ with them about C++. That was an awesome week and a few of us were quite starstruck.
We also have a homey breakout area with fresh food, ping pong and game stations (spectators included).
What should aspiring devs do with their CV to get an interview?
Shape it to reflect who you are as a professional and as a unique person who loves games. We read every CV, so it’s worth your time to outline how you meet our technical criteria and why you’re interested in working with us.
Who is the best interviewee you have ever had and how did they impress you?
The best interviewees all have one thing in common – they come prepared. By that I mean that they read about the studio’s work, understand how their experience fits into the team’s work, and have examples of how they’ve raised the bar in their own work.
What advice would you give for a successful interview at a studio like Creative Assembly?
If you get an interview at CA, we’re interested in hearing more about you. So my number one tip for a successful interview is to help us visualise you working with us.
How have your recruitment needs changed at your studio?
The future is bright and we’re hiring more than ever to get there. 2015 is really a fantastic year to join Creative Assembly. From a recruiting standpoint, Alien: Isolation and Total War: Rome II are not just great games – they’re a reflection of our company’s talent.
Our console and PC teams make games that push programmers, designers, and artists to raise their standards, whether they work here or elsewhere in the industry. Our recruitment plan is aimed at driven people who can join us and help us make history.
If you have recruited internationally, what has the process been like?
It’s a breeze for our candidates; we manage the visa process and offer a comprehensive relocation package.
We’re up to date on visa regulations and stay in touch with candidates from day one.
Why should game developers join you when indie and self-publishing have become so much more accessible to them?
Creative Assembly benefits greatly both from our own history and from Sega’s history as games pioneers. Developers know we offer them a career in the games industry that’s exciting and secure – and that’s pretty awesome.