I think a lot of us in the minis gaming crowd played or were at least exposed to Privateer Press's products at some point. A lot of us perceived the company and playerbase to be having problems after their MK III (3rd edition) release, and an outgoing employee left a scathing review on Glassdoor that kind of supported my assumptions (I know people who've worked at the company). Spoiler I worked at Privateer Press full-time for more than a year Pros You get to work in the miniatures game industry, which is a niche industry with a lot of passion. Cons There is only one person in the company (Matt Wilson) who gets to make any decisions, and he has a very specific, narrow vision of what he wants from his properties, and he struggles to communicate it with the rest of the employees. Senior leadership is willfully ignorant of the product lines and irregularly requests assistance from knowledgeable team members, which leads to inconsistent and often error-filled products. Senior leadership is very out of touch with current business trends for the industry and make decisions with little research or understanding and poorly delegate the projects. Company turnover rate is exceptionally high, and management does not back fill positions (either at all, or in a timely fashion), or simply shuffles existing employees into new roles and responsibilities with no pay or title adjustment, leading to exceptionally large workloads handled by unprepared employees. No training or career development. No reviews. No raises or bonuses. Pay minimum or close to minimum wage for almost all roles. Company owner lives in an entirely different state but no decision can be made without his implicit sign off, which can stall or halt project completion. Very, very, very few people in the company play any of it's own products except during mandated events (streams, conventions, etc) because of fatigue with the game and an aging game design that caters to a very small audience that is continually shrinking. New products are rushed out without proper design and iteration time and only manage to land well on pure luck and grit. Advice to Management The company has shrunk from over 100 employees at it's peak to 30'ish now, and most employees have left for better pastures or simply because they can't stand the company management and direction. Start from scratch. Re-organize the company structure, build a solid process foundation and put key employees in positions where they can meaningfully direct the future prospects of the company. Give employees the power to actually make decisions and steer product direction. The whole situation is kind of a bummer, since when Warmachine came out it was a breath of fresh air compared to Games Workshop, and they had interesting fluff and models. To a certain extent there's a bit of schadenfreude at seeing Matt Wilson's failing attempts at starting a career in Hollywood, a bit of "Oh, you think you're too good for us?" Interesting situation in the industry, though. GW has found a second wind, recently, it seems, though from where I'm standing Infinity seems to be expanding pretty steadily, and Malifaux has hit a rebound. One of Infinity's big hurdles is getting new people into the game, and I'm hoping that the slimmed-down or beginner's ruleset that hits next year enables that, and it doesn't fall the situation that Warmahordes has/had where it's utterly incomprehensible to new players.