I worked at Machinima for more than 5 years

During my five years at Machinima, I worked with some of the most talented people in the games and media industry -- many of which directly day-to-day. There was an excitement of trying fun new projects and experimenting with prospects that may skyrocket to success or flop after leaving the planning table. But the excitement, the people, mostly the people, made Machinima one of the highlights of my young life and career. Working here changed my life in many good ways... but also in many negative ways.

Cons

The management team at this company (at a certain point) began making short-term, aggressive decisions to keep the company in good financial shape. Some few employees goofed off more than they should have, but many were some of the hardest working, most driven people I've had the pleasure of working with. Machinima is now notorious for its sad and sudden layoffs, which have seemingly become commonplace for a company that has struggled to rediscover its place in the games entertainment space. I worked with this company for years in a manner of ways both remote and in-office, and I saw a company that began as a closet phenomenon with very few people to a large Cali company with even bigger dreams and aspirations. At some point though, the business end overtook the creative, and the company was led astray from its roots. It failed to strike a balance between elevated remote-made "director" content and in-house proprietary shows and brands. Instead, it shuffled about, making it hard to ever pinpoint what the company really was. And don't get me started on how poorly, poorly, SO POORLY, the Partners Program is and was run. Thousand and thousands of unleveraged partners. Only the top few are even handled. Also, in laying off the entire creative editorial team in 2012, the company comes off like Gamespot circa 2007, blind to the importance of an editorial team and the benefits it brings.