Blizzard is one of the Best Places to Work According to Glassdoor


Glassdoor, the site that tracks employee satisfaction with their place of work, has just released their top 100 list and Blizzard is on it.

Blizzard has made it onto the top 100 list coming in 28th ahead of other companies in the same space such as EA who came in at 56. The list only covers US companies and this year it was topped by Facebook which managed second last year.

A very positive result for Blizzard and shows they are looking after their employees well.

Tagged As: | Categories: Blizzard

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  1. Congratulations Blizzard Great Job

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  2. I knew my place of employment would not be on that list hahahahahahhahahah

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  3. EA 56th! How are EA a good company to work for?
    I worked at a company that had a Executive Officer that used to work for EA, he came in and tried to work like he did in EA, lots of people quit, until they eventually fired him as he made working there so bad.
    On the other hand, I hear Blizzard is a good company to work for.

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  4. Gratz

    To vote for continuation of the series, i’ve finally taken a peak at the new Nec. No bad job, Blizz done there. On the contrary! (Am L40 atm.)

    Though it leaves room for the wish of swapping around two different runes of the same skill, at least on the right mousebutton. (Bonespear left that taste … ^^) See it as a way of declaring mastery of the skill; with synergetic effects as a possibility.

    just my 2 cents

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    • To add on that idea : You could take up to 5 runes –

      2 to swap, selected as baserune and siderune.
      1 other skills rune being fixed as complementery rune and necessity

      which are opening up a mini decision element (let’s call it “mini-skilltree”), different each by the previous selection.

      1 mastery rune of the same skill
      opened up by a third skill, which is interlinked to swap at the same time

      opening up both “skilltree-development-routes” and a second layer of the “mini-skilltree,” for further balance and player control options.

      Does this sound like a good player driven character differentiation base for D3 to iterate from, or what?

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      • If you have difficulties, imagening the possibilities and restrainements, then take it as a base perception view on a second “skillschool of usage” , allowing an estimated branching to a different skill, opening up the perception to a third school within, allowing a partnership approach perception of a third skill.

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        • For imagening the actual mini-skilltree layers and/or devising a complimentary automatic gamesystem (, linking actual graphical effects in a rationally deductable way), I’d suggest taking a step back and taking a look at both the western and eastern elemental interaction beliefs. And then start reflecting upon these under the premise question of “which effect of that principle has the ‘skill&rune’combo used/abused to produce that individual effect. [… and so on ..]

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  5. If you’d go for a crazy wild ride to begin with with the above, you could plan from the start picturing it as an open layered design, taking the whole skillset of a character into account, where the player is developing two side perspective roots, as he’s coming from one main perspective root. With fixed complementary skill/rune combos opening up at a later point, to get a more streamlined, less layered skillsystem branching into the passive system to build up a fourth root ( -> a fourth mainskill) and, as characters start from a base perspective to begin with, by excluding interlinkability with the character of diametral perspective[/or build using the opposite principles under the same elemental;…;.. focus at the time of branching/or … ) on the fifth skill (turning this one into a passive-aggressive counteracting specialty against that kind of character as a whole), to open up branching a fifth root into another character.

    Decisions, when starting to branch off after the third root, should imho define the distribution of accessible layers. So that crosscharacter decisions would be more effective and deepgoing taken early on.

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    • The sweetest thing would be, having something similar on the opposite side of gameplay, too, differentiating the different types of same mobs. (For example orienting itself on the other mobs spread in an area, and included, if different mobcombinations are able to spread there, and/or over adjacent maps.) Up to differences in cultural products [history fragments, for example]found, if a mob having an own societary structure is involved.

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      • Mobs of the same basetype later on could then “learn” from player experiences of their “cousins” earlier on for a completely different playing experience between storymode and adventure mode (, taking the individual experiences of each character up to that point as mp-basereference), opening up a whole different quality of difficulty adjustment.

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  6. Am I thinking too complex and too much into a rehauling Sanktuario way again, while forgetting itembase and the importance of rng? To too complex, I might agree (, though nothing short before grasping the whole starsystem is needed for a great game nowadays). But taking a “what hurts you most”-kinda stance on the mob-learning idea, I’d refuse the latter two.

    Last idea to round it up : Take the four attributes into account and a spreadcount [and -effect] of these as a kind of a backrootsystem, to reach for a design with a maximized inner balance to begin with.

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  7. For the next installement, though, I’d like to see a spread to three different sets of four attributes to integrate political(/balancing), modding(/seemless integration of development tools into the gaming experience), philosophical(/discussion of new game or skilluse ideas), religious(/administration of modding authority, to keep Blizzard empowered) and interweaving(/storytelling – let’s call it a different kind of modding) metagames for multiplayer purposes.

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  8. Are you retarded Silverfang? Why are you spamming monologues?

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  9. nice wall of (spam) text :p :p

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