- Awful work-life balance. The minimum expectation for a work week was 45 hours, enforced by a weekly work plan that required you to lay out 45-50 hours worth of estimated work, "so you'll never have nothing to do." Failing to produce 45-50 hours worth of work a week leads to questions about your capability and commitment.
- Incredibly high turnover across all roles, especially among recent college grads, evidenced by an obvious age gap between the old guard and constantly churning new team members. Do not expect to last more than 2 years at Epic unless you sacrifice a large chunk of your personal life. If you, like me, are looking for a job to put in your hours, get paid, and go home at the end of the day to live your own life, run away and don't look back. At the least, please have an exit plan ready. Ask around Madison - the story of plucky starry-eyed grads pushed to their breaking point, "ground up into productivity paste" (as another ex-Epic employee so vividly put it), and discarded without concern is a common one. Some will say that they just couldn't make the cut, or were lazy and undisciplined. Some of you reading this probably agree. I encourage you to take a look at the numbers yourself, if you can find them.
- Inability to move between roles and teams if your current one is not a good fit. I was promised by HR during the hiring process that I could change roles if things didn't work out (as I was hired into a development role despite applying for a different position). Despite repeated conversations with my manager and my obvious struggling, I was let go without even the most basic attempt at addressing my concerns about my role. As I came to learn from speaking with more tenured employees, this is a common thing at Epic - counter-intuitively, and despite what HR will tell you during the interview process, only those performing very well in their *current* role are eligible to change roles. Epic would rather write off their investment in an under-performing employee than give them a second chance in the role they ask for.
- The "startup culture" feel is a lie. Don't let the campus fool you; Epic is a 10,000+ person company now, and it is run like once. Weekly work plans, performance evaluations and improvement plans, and the cold uncaring nature of a massive corporation are becoming the norm.
- "Team Leads" (AKA your direct manager) are often promoted out of a development role with little to no additional training. This means that the quality of your manager is a total crapshoot. The Peter Principle is in full-force here.
- 6 month on-boarding process for new developers, due to the outdated technologies in use. While recent attempts to migrate to modern platforms are ongoing, you will still spend up to 6 months in classes, being tested regularly with exams while you slowly spin up in your actual job. Don't expect to be able to Google your problems once you actually start development; Stack Overflow cannot save you. The development cycle is similarly long - a single change of minor to moderate complexity generally takes 1-2 weeks to complete, passing through 4 rounds of review before being approved.