The perspective here is subtly baised - look at the diagram down the bottom and realise that they were always only going to hire 1 person, so all the reasons that they give for not hiring the person are, in fact, not reasons that the person filtered out wasn't hired. They are processes to rank the applicants. If there were more candidates they'd add more reasons not to hire most of them, if there were less candidates the reasons not to hire would start to disappear.
In particular, companies are in some sense bluffing with the "Didn't Qualify" category. I've seen hiring situations where nobody qualifies but they actually need to fill the position - they hired someone who didn't qualify and trained them up. They did a great job. "Didn't qualify" is only a real category for the most demanding jobs. Software is just not one of them, nobody has any idea if dev is going to be good or not before they hire them. Companies often have a hard time picking which devs are the productive ones when they've already hired the dev.
So we've got an article about a process used to rank devs, and no particular evidence of whether the dev hired is actually very good. Which is fine, still an interesting read. But it is good to keep a clear perspective. This is one of those situations where doing big parts of the process by fair dice roll is not necessarily an inferior approach.
I think the article was more about the gates in the applicant 'funnel' rather than describing their method of ranking applicants as suitable developers.
The best dev for the job may have been 'unqualified' given that they were looking for "a generalist who can do both Unity and services coding."
I met this guy who became a game dev later in life, as in his 30s. He has quite the non-traditional resume as far as devs go, with no formal CS education.
In any case, he went on to work on a game, and kept doing so for years. He hired artists etc. but did the core development himself. Released the game, which has now sold over 150k copies since the release last year. Obviously not crazy numbers up in the millions or tens of millions, but impressive for a first release, and from a dev basically learning as he's moving along, with a regular 9-5 job and family - doing it purely for the love of the game.
Makes me wonder if he'd ever have gotten the chance, had he first tried to join some small indie studio, rather than the DIY route.
The thing is - would he have prospered within a small indie studio?
My experience is that a lot of the traits highlighted above make for brilliant innovators and creators, but actually end up being stifled/stopped by leads within a company. Having this kind of vision and passion is brilliant until it collides within what the founders vision is.
This is what I experience too. I'm a lot like that person and I clash with this side of me towards upper management when they feel that things ought to be done a certain way.
I'm happy that I'm working for a marketing department nowadays and when they need someone technical or someone on business insights, they come to me.
This is really worth mentioning. I hate programming with a passion if I HAVE to work on something. I love it when I am free on chosing what to work on.
Having to work on other peoples ideas, or in regards to constraints other people have set for me completely kills the joy of doing the work.
Let me explore stuff and Ill be a happy little worker bee, give me deadlines on features I consider bs ill procrastinate forever.
Wow, I didn't buy this because it seemed a bit grim for my tastes, but it looked very impressive when I came across it a few months ago. Wild that it's one person's passion project.
> Work with Indies — no formal connection, but the results were great! –. Our listing went live at 11:30 AM on October 15th, and we had to ask them to shut it down by 6:30 PM on October 17th because we had too many candidates. In the end, we collected 159 applications.
Is this normal in Seattle? That’s a tonne of applicants especially on what seems like a niche job site. Are they mostly junk offshore applications or bots?
Interesting that out of that it looks like 90% were late applications or not qualified and only 17 total completed the take home.
One note that might be good to highlight in the article is that the take-home is expected to be 2 hours long. From my experience, they are much longer so I was initially surprised to see take-home's being given before an initial call until I looked at the assignment itself.
I still consider this a red flag. The company wants me to put time into the hiring process, but they can’t be bothered to do the same.
If there is at least a recruiter screening first, I’ll apply and ask about “Bring Your Own Code Examples”, mostly when their daily work would use tools that I have some code published.
> I still consider this a red flag. The company wants me to put time into the hiring process, but they can’t be bothered to do the same.
Exactly this.
It costs a company nothing to give you a take-home, but it will cost you (the candidate) potentially many hours. On my last job search, I got burned a number of times where I'd work for hours on a take-home only to get ghosted. I don't think they even looked at my solution.
Now I have a personal policy where I will refuse to do a take-home unless the interviewer sits there with me while I do it. This demonstrates to me that the interviewer is actually serious and respectful of my time.
It CAN cost nothing to give a take home, but this is not a requirement. At my previous employer any candidate that made it as far as the take home project was paid for the time they worked on it.
I can see both perspectives. If you are a skilled hiree, this seems like a waste of time. But if you are hiring online, you will inevitably get a lot of terrible candidates and you need to filter them out. If you are a small team, you can't spend weeks interviewing randos with little to none coding experience for a SE role. The problem is that online hiring is full of noise, but both sides suffer from the expenses this creates.
If you’ve never run a hiring process, it’s hard to get a feel for just how difficult and time-consuming it is.
And risky - hiring someone wrong for the role is very expensive and disruptive. And yet more likely to happen that you’d think, even with a rigorous selection process.
I am impressed with the extent of the effort here. I struggle with the notion of working with just one other person on a game. Building an entire hiring pipeline and documenting it seems like something that would immediately kill the dream for me at this scale.
There is something that feels very cursed to me about a team of size 2~10 for game dev. At this point I'd much rather go solo or join a team of 100+. Zero structure or a lot of structure. A medium amount of structure seems to bring the maximum amount of entropy.
Having worked on games in giant teams and small teams my own preference is actually on the smaller end. Ten people feels like a comfortable limit. I'm very much a generalist though and love contributing to all the different bits and pieces of a game. As such I generally find larger teams overly bureaucratic, slow to move and stifling. Solo dev requires a lot of mental fortitude because there is no one else to carry the momentum.
> There is something that feels very cursed to me about a team of size 2~10 for game dev.
Very small teams can be great - so long as you are able to focus on building a game, not building a company. You need to treat it more like a game jam, at least in the early stages of a project. Just make things, see what works, rapidly prototype and iterate.
But you probably all need to be equal partners in the project from the start for it to work well. It's not so good for creative work when there's a management/employees 'them and us' divide from the start.
This sounds like an incredibly toxic hiring process and not a company I'd ever want to work for. So you apply for a job and in response they (maybe) email you back asking for your expected salary (great way to filter out anyone worth hiring btw) and if you're cheap enough they then ask you to do work on a take home assignment. Everyone here thinks that this is okay and they want to be interviewed this way?
"Since we are focused on efficiency, we need to respect people’s time as much as our own". How exactly does this process respect the candidates time?
I assume you have never seen the German software recruitment process. 6+ rounds spread over 3 months (with no ghosting in the middle if you are lucky). Here is the current process -
- Apply online
- Initial screening with recruiter if they like your resume (book a 45 mins slot)
- Take home assignment or online assessment (2 -4 hours)
- First technical screening interview (1-1.5 hours)
- Second technical interview (system level, deep dive, 1.5 hours)
- Product manager interview (1 hour)
- Senior leadership interview (1 hour)
- Final offer
Between all these rounds, you need to book meetings and it usually takes 1-2 weeks between rounds.
For the game industry this is practically amazing.
Firstly, for 99% of appointments they usually don't care how good of a developer you are. You may have invented 10 new technologies and have revolutionized the field, if you can't show them a portfolio of games you have shipped then they don't care. They don't hire you for a developer/code role because you're a great developer, they hire you because you've shipped some games before (which is totally a different metric). For whatever reason the whole industry is stuck in this mentality, they can't differentiate between the metrics of appointing a great developer vs trying to find someone that can ship titles.
Asking for expected salary is a pretty quick way to filter because no one ever lists their requirement in their cv. If the job listing included their range then they might have gone with just assuming that the applicants would be within that range, but it doesn't hurt to check.
The test itself is quite easy and straightforward, if anything the real gotchas around it would be to stand out significantly from everyone else.
A few paragraphs below, the article answers that the company can't afford to pay as much as some others; I assume if you are being already being paid way over the market rate you should keep working at the place you're at.
As for the take home, I'd take it or any other kind of non-conventional question that allows me to show me my skills, rather than the usual interview where your interviewer gives you an algorithm or system design question they couldn't solve themselves, with the occasional smirk as they watch you fumble through that question.
I wouldn't do a take-home unless they do an interview first, to signal they value my time and are acting in good faith. (HR people don't count).
Then, when they give me the take-home, I would ask how many other people are in the stage with me. If it's 20, with only one candidate getting hired, forget it. My expectation in such situations would be that they won't be able to trim the pipeline as much as they will need/want to by applying purely objective/rational criteria, and I'd end up getting rejected on grounds of "inability to mind-read subjective preferences".
I might be a masochist, but I actually enjoy system design interviews and they're quite formulaic. Resources like "System design in a hurry" are great for narrowing down the formula.
Where I live (BC, Canada) actually has a law requiring all employers to list the position's salary range, which is great for cutting down on the "expected salary expectations" dance.
I don't like take homes as it's (highly likely) a one way time commitment and if you're truly looking to show off your skills it would take you hours.
If the system design interview is designed in a sane manner, which most of them are, thankfully for now.
Unfortunately, some interviewers ask questions that they themselves have not thought through properly, which leads to "interesting" discussions followed by a disqualification. While I've not had to face that issue first-hand as an interviewee, I've seen interviewers who wouldn't have been able to pass their own interview, for example.
Curious about "no-AI" policy. From my experience interviewing lately AI is allowed,but the task is usually big in a small time window. So you quickly spin up the project but I see most of work in QA
Does it also mean no-Googling? Because the first result is usually LLM-generated. Should you skip to the next page and read only Experts Exchange pages?
A friend at a nearly-FAANG said not using AI tooling in the interview is now an automatic fail. “Not that you’d be able to complete the task on time without it anyway”
That's a good policy. If that's what they do in the job later as well, then it allows LLM-skeptical applicants to immediately move on.
An interview is a two way street. I'd like the company to present itself authentically so that I don't waste time if they eventually turn out to have a culture I don't like, e.g. demanding LLM coding assistent use.
How does that work? I assume it's not Leetcode anymore then? Current LLMs mostly one-shot these types of algorithmic exercises, except maybe for the most difficult ones.
I interviewed at a place that proudly stated that they have a goal that x% new LOC are LLM-generated. They didn't say what x was, but implied it was high.
Unless they empower developers to thoroughly review that generated code this is a recipe for disaster. And even then, reviews are the first thing to be cut when pressure goes up.
We’re using AI tools heavily but also ask candidates to code without it in interviews, and I think it’s reasonable.
Even if you are primarily using codegen, your own coding ability, taste, problem solving, etc. are still deciding inputs to the quality of the final result. And it’s much easier to assess these things in an hour when a human is writing and debugging a relatively small amount of code.
AI tools just produce too much code in a short time. It’s hard to assess what the candidate’s quality bar and attention to detail are really like when there’s so much code to wade through. Anyone can vibe code, but not many can do it without creating mountains of tech debt… the ones who can are usually good programmers with or without AI.
"Our take-home lets candidates code." - As a dev, I absolutely hate the practice of such assignments.
Every non-junior dev/coder should already have at least some indicators out there showing how they code - GitHub, a personal site or any other resources.
For juniors or CS graduates there might be bit of a grey zone, but even then, with how widely available web space is nowadays, there’s really no excuse not to have something out there if you are serious about the "love for coding".
So the sentence “we need to respect people’s time as much as our own” seems flawed to me, because you obviously don’t respect the time of the candidates who coded for nothing for you.
To me, that is also a huge red flag when considering a position.
Important should be assessing someone’s theoretical knowledge of software patterns, principles and architectures ..just getting a feel for their nerd level. Seeing how much they actually care about code and details, whether they can really express themselves and if they could communicate a problem clearly.
Results from outsourcing can vary. You might end-up with totally unmatched 5 candidates and complain that there is no good people on the market. How would asses that the agency did good job (or any job at all)?
This is very consuming. If chief tier people start doing this thjs then this will start draining “em more.
Chief operated people should focus and be picky about whom they want to WORK WITH.
The perspective here is subtly baised - look at the diagram down the bottom and realise that they were always only going to hire 1 person, so all the reasons that they give for not hiring the person are, in fact, not reasons that the person filtered out wasn't hired. They are processes to rank the applicants. If there were more candidates they'd add more reasons not to hire most of them, if there were less candidates the reasons not to hire would start to disappear.
In particular, companies are in some sense bluffing with the "Didn't Qualify" category. I've seen hiring situations where nobody qualifies but they actually need to fill the position - they hired someone who didn't qualify and trained them up. They did a great job. "Didn't qualify" is only a real category for the most demanding jobs. Software is just not one of them, nobody has any idea if dev is going to be good or not before they hire them. Companies often have a hard time picking which devs are the productive ones when they've already hired the dev.
So we've got an article about a process used to rank devs, and no particular evidence of whether the dev hired is actually very good. Which is fine, still an interesting read. But it is good to keep a clear perspective. This is one of those situations where doing big parts of the process by fair dice roll is not necessarily an inferior approach.
I think the article was more about the gates in the applicant 'funnel' rather than describing their method of ranking applicants as suitable developers.
The best dev for the job may have been 'unqualified' given that they were looking for "a generalist who can do both Unity and services coding."
To be fair, "outside of budget" and "didn't qualify" are pretty much catch all.
I met this guy who became a game dev later in life, as in his 30s. He has quite the non-traditional resume as far as devs go, with no formal CS education.
In any case, he went on to work on a game, and kept doing so for years. He hired artists etc. but did the core development himself. Released the game, which has now sold over 150k copies since the release last year. Obviously not crazy numbers up in the millions or tens of millions, but impressive for a first release, and from a dev basically learning as he's moving along, with a regular 9-5 job and family - doing it purely for the love of the game.
Makes me wonder if he'd ever have gotten the chance, had he first tried to join some small indie studio, rather than the DIY route.
The thing is - would he have prospered within a small indie studio?
My experience is that a lot of the traits highlighted above make for brilliant innovators and creators, but actually end up being stifled/stopped by leads within a company. Having this kind of vision and passion is brilliant until it collides within what the founders vision is.
This is what I experience too. I'm a lot like that person and I clash with this side of me towards upper management when they feel that things ought to be done a certain way.
I'm happy that I'm working for a marketing department nowadays and when they need someone technical or someone on business insights, they come to me.
This is really worth mentioning. I hate programming with a passion if I HAVE to work on something. I love it when I am free on chosing what to work on.
Having to work on other peoples ideas, or in regards to constraints other people have set for me completely kills the joy of doing the work.
Let me explore stuff and Ill be a happy little worker bee, give me deadlines on features I consider bs ill procrastinate forever.
Who was it? And what game was it?
Skald: Against the Black Priory
https://store.steampowered.com/app/1069160/SKALD_Against_the...
Wow, I didn't buy this because it seemed a bit grim for my tastes, but it looked very impressive when I came across it a few months ago. Wild that it's one person's passion project.
Here's his dev blog: https://www.skaldrpg.com/
So it's been in the works for quite some time
EDIT: And for that mater, the YT channel: https://www.youtube.com/@HighNorthStudios/videos
It's a really great game FWIW.
Can you share the game? Thanks
Skald: Against the Black Priory
> Work with Indies — no formal connection, but the results were great! –. Our listing went live at 11:30 AM on October 15th, and we had to ask them to shut it down by 6:30 PM on October 17th because we had too many candidates. In the end, we collected 159 applications.
Is this normal in Seattle? That’s a tonne of applicants especially on what seems like a niche job site. Are they mostly junk offshore applications or bots?
Interesting that out of that it looks like 90% were late applications or not qualified and only 17 total completed the take home.
It’s not a niche site within its market.
One note that might be good to highlight in the article is that the take-home is expected to be 2 hours long. From my experience, they are much longer so I was initially surprised to see take-home's being given before an initial call until I looked at the assignment itself.
I still consider this a red flag. The company wants me to put time into the hiring process, but they can’t be bothered to do the same.
If there is at least a recruiter screening first, I’ll apply and ask about “Bring Your Own Code Examples”, mostly when their daily work would use tools that I have some code published.
> I still consider this a red flag. The company wants me to put time into the hiring process, but they can’t be bothered to do the same.
Exactly this.
It costs a company nothing to give you a take-home, but it will cost you (the candidate) potentially many hours. On my last job search, I got burned a number of times where I'd work for hours on a take-home only to get ghosted. I don't think they even looked at my solution.
Now I have a personal policy where I will refuse to do a take-home unless the interviewer sits there with me while I do it. This demonstrates to me that the interviewer is actually serious and respectful of my time.
It CAN cost nothing to give a take home, but this is not a requirement. At my previous employer any candidate that made it as far as the take home project was paid for the time they worked on it.
> but they can’t be bothered to do the same
They will need to review your submission, which absolutely does take time.
> They will need to review your submission, which absolutely does take tim
But that's the kicker: they won't review your submission!
I'm sure the AI will do that.
Who do you think will write the submission code?
I can see both perspectives. If you are a skilled hiree, this seems like a waste of time. But if you are hiring online, you will inevitably get a lot of terrible candidates and you need to filter them out. If you are a small team, you can't spend weeks interviewing randos with little to none coding experience for a SE role. The problem is that online hiring is full of noise, but both sides suffer from the expenses this creates.
Why not list the salary up front? That reduces the number of people with wildly different remuneration expectations?
They are legally required to include the salary range in the job posting in Washington State.
Because they hope that someone gives them a number that is lower than the salary they had in mind.
Bingo. Discussing salary is a game and the first person to say a number loses.
Yeah, I lose a lot of interest whenever I am asked my salary expectations.
This is a good write-up.
If you’ve never run a hiring process, it’s hard to get a feel for just how difficult and time-consuming it is.
And risky - hiring someone wrong for the role is very expensive and disruptive. And yet more likely to happen that you’d think, even with a rigorous selection process.
I am impressed with the extent of the effort here. I struggle with the notion of working with just one other person on a game. Building an entire hiring pipeline and documenting it seems like something that would immediately kill the dream for me at this scale.
There is something that feels very cursed to me about a team of size 2~10 for game dev. At this point I'd much rather go solo or join a team of 100+. Zero structure or a lot of structure. A medium amount of structure seems to bring the maximum amount of entropy.
Having worked on games in giant teams and small teams my own preference is actually on the smaller end. Ten people feels like a comfortable limit. I'm very much a generalist though and love contributing to all the different bits and pieces of a game. As such I generally find larger teams overly bureaucratic, slow to move and stifling. Solo dev requires a lot of mental fortitude because there is no one else to carry the momentum.
> There is something that feels very cursed to me about a team of size 2~10 for game dev.
Very small teams can be great - so long as you are able to focus on building a game, not building a company. You need to treat it more like a game jam, at least in the early stages of a project. Just make things, see what works, rapidly prototype and iterate.
But you probably all need to be equal partners in the project from the start for it to work well. It's not so good for creative work when there's a management/employees 'them and us' divide from the start.
This sounds like an incredibly toxic hiring process and not a company I'd ever want to work for. So you apply for a job and in response they (maybe) email you back asking for your expected salary (great way to filter out anyone worth hiring btw) and if you're cheap enough they then ask you to do work on a take home assignment. Everyone here thinks that this is okay and they want to be interviewed this way?
"Since we are focused on efficiency, we need to respect people’s time as much as our own". How exactly does this process respect the candidates time?
I assume you have never seen the German software recruitment process. 6+ rounds spread over 3 months (with no ghosting in the middle if you are lucky). Here is the current process -
- Apply online
- Initial screening with recruiter if they like your resume (book a 45 mins slot)
- Take home assignment or online assessment (2 -4 hours)
- First technical screening interview (1-1.5 hours)
- Second technical interview (system level, deep dive, 1.5 hours)
- Product manager interview (1 hour)
- Senior leadership interview (1 hour)
- Final offer
Between all these rounds, you need to book meetings and it usually takes 1-2 weeks between rounds.
For the game industry this is practically amazing.
Firstly, for 99% of appointments they usually don't care how good of a developer you are. You may have invented 10 new technologies and have revolutionized the field, if you can't show them a portfolio of games you have shipped then they don't care. They don't hire you for a developer/code role because you're a great developer, they hire you because you've shipped some games before (which is totally a different metric). For whatever reason the whole industry is stuck in this mentality, they can't differentiate between the metrics of appointing a great developer vs trying to find someone that can ship titles.
Asking for expected salary is a pretty quick way to filter because no one ever lists their requirement in their cv. If the job listing included their range then they might have gone with just assuming that the applicants would be within that range, but it doesn't hurt to check.
The test itself is quite easy and straightforward, if anything the real gotchas around it would be to stand out significantly from everyone else.
A few paragraphs below, the article answers that the company can't afford to pay as much as some others; I assume if you are being already being paid way over the market rate you should keep working at the place you're at.
As for the take home, I'd take it or any other kind of non-conventional question that allows me to show me my skills, rather than the usual interview where your interviewer gives you an algorithm or system design question they couldn't solve themselves, with the occasional smirk as they watch you fumble through that question.
I wouldn't do a take-home unless they do an interview first, to signal they value my time and are acting in good faith. (HR people don't count).
Then, when they give me the take-home, I would ask how many other people are in the stage with me. If it's 20, with only one candidate getting hired, forget it. My expectation in such situations would be that they won't be able to trim the pipeline as much as they will need/want to by applying purely objective/rational criteria, and I'd end up getting rejected on grounds of "inability to mind-read subjective preferences".
I might be a masochist, but I actually enjoy system design interviews and they're quite formulaic. Resources like "System design in a hurry" are great for narrowing down the formula.
Where I live (BC, Canada) actually has a law requiring all employers to list the position's salary range, which is great for cutting down on the "expected salary expectations" dance.
I don't like take homes as it's (highly likely) a one way time commitment and if you're truly looking to show off your skills it would take you hours.
If the system design interview is designed in a sane manner, which most of them are, thankfully for now.
Unfortunately, some interviewers ask questions that they themselves have not thought through properly, which leads to "interesting" discussions followed by a disqualification. While I've not had to face that issue first-hand as an interviewee, I've seen interviewers who wouldn't have been able to pass their own interview, for example.
Washington State (where this company is based) has the same law about including salary ranges in job postings
Totally curious about the "Candidate used AI to reply"
Maybe they’ve left a lot of clearly AI-generated comments. Or even wrote the text of the reply with AI. It’s usually quite easy to tell.
It was a phone call
I've seen candidates make odd pauses followed by oddly "scripted" replies on a call.
Curious about "no-AI" policy. From my experience interviewing lately AI is allowed,but the task is usually big in a small time window. So you quickly spin up the project but I see most of work in QA
Does it also mean no-Googling? Because the first result is usually LLM-generated. Should you skip to the next page and read only Experts Exchange pages?
A friend at a nearly-FAANG said not using AI tooling in the interview is now an automatic fail. “Not that you’d be able to complete the task on time without it anyway”
That's a good policy. If that's what they do in the job later as well, then it allows LLM-skeptical applicants to immediately move on.
An interview is a two way street. I'd like the company to present itself authentically so that I don't waste time if they eventually turn out to have a culture I don't like, e.g. demanding LLM coding assistent use.
How does that work? I assume it's not Leetcode anymore then? Current LLMs mostly one-shot these types of algorithmic exercises, except maybe for the most difficult ones.
I interviewed at a place that proudly stated that they have a goal that x% new LOC are LLM-generated. They didn't say what x was, but implied it was high.
Unless they empower developers to thoroughly review that generated code this is a recipe for disaster. And even then, reviews are the first thing to be cut when pressure goes up.
It's a dangerous line to cross.
We’re using AI tools heavily but also ask candidates to code without it in interviews, and I think it’s reasonable.
Even if you are primarily using codegen, your own coding ability, taste, problem solving, etc. are still deciding inputs to the quality of the final result. And it’s much easier to assess these things in an hour when a human is writing and debugging a relatively small amount of code.
AI tools just produce too much code in a short time. It’s hard to assess what the candidate’s quality bar and attention to detail are really like when there’s so much code to wade through. Anyone can vibe code, but not many can do it without creating mountains of tech debt… the ones who can are usually good programmers with or without AI.
"Our take-home lets candidates code." - As a dev, I absolutely hate the practice of such assignments.
Every non-junior dev/coder should already have at least some indicators out there showing how they code - GitHub, a personal site or any other resources. For juniors or CS graduates there might be bit of a grey zone, but even then, with how widely available web space is nowadays, there’s really no excuse not to have something out there if you are serious about the "love for coding".
So the sentence “we need to respect people’s time as much as our own” seems flawed to me, because you obviously don’t respect the time of the candidates who coded for nothing for you.
To me, that is also a huge red flag when considering a position.
Important should be assessing someone’s theoretical knowledge of software patterns, principles and architectures ..just getting a feel for their nerd level. Seeing how much they actually care about code and details, whether they can really express themselves and if they could communicate a problem clearly.
I would have outsourced the initial screening to a hiring agency and only interview top 5.
For a 3 people team this 4 weeks hiring process is too tedious.
Results from outsourcing can vary. You might end-up with totally unmatched 5 candidates and complain that there is no good people on the market. How would asses that the agency did good job (or any job at all)?
This is very consuming. If chief tier people start doing this thjs then this will start draining “em more. Chief operated people should focus and be picky about whom they want to WORK WITH.
The blog post is about the hiring process for a three person game studio