I don't think it is a bandwidth issue. I think that they purposefully push the update to x% of the users first, wait for potential problems and then resume the rollout.
Senior Android Software Engineer - Core Team [VISA]
Press play on your next adventure! Music uplifts, it makes us get up and dance, it adds colour to life. Here at Deezer, it fuels everything we do. Want in?
If you’re looking for an adventure, not just a job, and you fancy seeing ideas come to life in a heartbeat, you're in the right place. Behind the code and the pixels is the team. From all over the world, with diverse talents and skills, we're building something incredible – together.
Now, here’s the fun part… We are looking for an experienced Android Engineer with a passion for technology and product quality. We aim at strengthening the mobile Android team with a creative and innovative problem-solver, who is able to cope with a challenging environment.If you want to work on an app with big audience and help millions of Android users listening to their favorite artists all over the world, then join the team!
RESPONSIBILITIES
- Working closely with the whole Android team and helping them achieve their objectives.
- Ensuring that all the code written, and the architecture is high quality and scalable
- Improving the production process with innovative solutions and tools
- Solving complex problems with smart solutions
LIFE@DEEZER
- Start-up environment and philosophy, right in the center of Paris
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Some gems of adventure games are among my all time favorite games and I revisit them once every couple of years but I still have to admit that the genre is almost always broken.
Adventure games very often rely on puzzles based on lateral thinking, it makes a lot of sense on paper in order to entertain the player and make him feel smart but I can't remember how many times I thought up a good lateral thinking solution, just to be thwarted by the game. It was just not the solution the designers expected, and the game does not even bother explaining why and push the player in the right direction.
Not to mention frantic pixel hunting & obscure death conditions forcing you to check a walkthrough.
Having a player die in an action game usually means that he will need to replay the last segment. It is a bit bothering if it happens too often, but these action sequences are why the player is here and with good emergent gameplay playing twice the same sequence can turn out very differently and be extremely entertaining.
In an adventure game, it just means that you will have to listen again to the same dialogues, and make the exact same actions, with just a slightly different step somewhere along the way.
We try hard to provide good feedback on each submission (certainly not just a 10 minutes look, even for a truly awful entry).
I think that we should try harder to provide an exercise with a maximum time spent. We also try hard to overlook things that can be attributed to a lack of time but the openness of the exercises we use mean that somebody willing to could spend dozens of hours on it if he/she wanted a truly perfect solution (with unit tests everywhere, handling all API levels & devices in the wild, ...)
I personally thinks that our exercises are more objective than whiteboard tests & better reflect real life work. Actually, we take our inspiration from real problems we had to solve.
This is why we use Take-Home tests here at deezer.
The part we don't have got right yet is how to manage the length of such an exercise. Finding a problem where you have to both demonstrate how you handle several common issues and that is not too long is pretty hard.