Sucker Punch Isn’t Done Yet: Aims to “Redefine Gamers’ Expectations of What is Possible on PS4”

on April 18, 2014 10:08 AM

If you think Sucker Punch has reached the top with inFAMOUS: Second Son, you may want to think again, as the studio seems to have the full intention to aim for new heights, as revealed by a new career opportunity ad seeking a Director of Engineering.

Responsibilities: Leader of an ambitious engineering team working to redefine gamers’ expectations of what is possible on the PS4.

  • Direct manager of engineering team, with a half dozen or so direct reports and a total team size of roughly 25 coders.
  • Responsible for defining engineering team schedule and tracking progress against it. Works with other disciplines and with the engineering team members on definition and prioritization of schedule items.
  • Key participant in architectural and high-level technical discussions, especially in areas of prior experience.
  • Partners with other director- and senior-level Sucker Punchers on company direction and strategy decisions.


  • 10+ years programming experience, 5+ years as lead or manager of a team of 8+ coders.
  • Have had a leading role in defining and shipping multiple successful game projects. Console experience is a plus.
  • Must have great communication and team leadership skills, and the demonstrated ability to make good strategic decisions.
  • Proven ability to define, schedule and track a complex software project.
  • Demonstrated competency in one or more of the following specialties: networking, graphics, server architecture, AI, character control, game play, engine architecture, performance, physics.
  • Works well in a highly collaborative environment.
  • Must have expert-level C++ experience. Experience in Lisp or Scheme a plus.
  • BS or higher in Computer Science or a related discipline.
  • Must be legally able to work in the United States.

Fighting words aside, the ad also gives us a glimpse on the size of the engineering team that will work on Sucker Punch’s next labor of love, and a crack team of 25 engineers (apparently split under two directors) definitely isn’t a small one by any stretch of the imagination. It certainly  seems in line with the ambitions expressed by the post.

When I went to check out inFAMOUS: Second Son last month in Rome, I had a conversation with Studio Head Brian Fleming, and he told me that at that time they still hadn’t decided what to do next, and that they would discuss about it after coming back from a much needed vacation.

Looks like now they’re back, more ambitious than ever. Considering the results with inFAMOUS: Second Son, it’s not too hard to feel that those ambitions are justified.

 /  Executive News Editor
Hailing from sunny (not as much as people think) Italy and long standing gamer since the age of Mattel Intellivision and Sinclair ZX Spectrum. Definitely a multi-platform gamer, he still holds the old dear PC nearest to his heart, while not disregarding any console on the market. RPGs (of any nationality) and MMORPGs are his daily bread, but he enjoys almost every other genre, prominently racing simulators, action and sandbox games. He is also one of the few surviving fans of the flight simulator genre on Earth.