Working there crushes your soul.
Feedback consists of either 'yes' or 'no', hence a total lack of art direction. A former coworker artist made over 30 portraits in almost as many styles and in the end they told him to take photos from Google image search, shrink them, and index them.
With another project, they changed their minds about the graphical style (despite the fact they picked the first one) when the project was a month or so away from beta. They had a coworker redo all the sprites and animations (250+ animations), then changed their minds AGAIN afterwards. They justified it by saying they couldn't get a sense of the style with only a few mockups; they needed to see the entire game in a style.
Everyone starting at GL is treated like they're entry level, regardless of their past experience. They had one of the designers from Everquest, but ignored all his ideas and put him on an "adult" puzzle game instead (he left soon after). When they hired Christian Robert (Flashback, Cruise for a Corpse), the manager told me he would probably be promoted to a senior artist position in a few years. (He already has over 15 years experience).
They laid off a programmer who worked on DOOM III, only to realize their mistake a week later. They tried to get him back, but it was too late.
Alex, the senior artist you talked to quit mere months afterwards.
