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Unity to lay off 8% of its workforce

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Re: Unity to lay off 8% of its workforce

#51
post #11

I'm betting some people wish they had a union now.

Union isn't going to save them when the companies goes bankrupt and everyone losses their jobs.

It was a very stupid for Unity to hire as much as they did over the last two years without having a clear path to becoming profitable.

Re: Unity to lay off 8% of its workforce

#52
post #39

Earlier quoted context omitted.

It's not as mature as other platforms, but it's built extremely well from the base up. Unity has a huge ecosystem and tools, but it's built on a shitty/messy platform full of bugs and hacks. If I was to make a quick & simple 2d or mobile game today, I'd go with Unity. If you want to make something that will require more effort, but work well for years, Godot is better. UE5 is the choice for anything 3d and complex.

I've prototyped with all 3 and ship a continuously maintained Godot 3 project in production. I'd really, honestly, pick Godot 4 before Unity without any hesitation. If I had to pick from anything else that exists, UE5 would be my backup.

What "flavor" of Godot do you recommend? By flavor, I'm referring to C# vs. GDScript.

I keep wanting to commit to using Godot for projects but I'm unsure which foundation to build upon.

Re: Unity to lay off 8% of its workforce

#53
post #8

The second half of the news, not mentioned in TFA, is that they are going to close around half of their offices worldwide "in the coming years": https://www.gamesindustry.biz/unity-lays-off-hundreds-more-c... No info on which offices might be at risk.

Probably not the main Copenhagen office as I expect Danish employee protection rights to be off the chart.

I heard that it's relatively easy to fire people in Denmark, at least compared to the rest of Europe. Once fired, they fall into the arms of a generous social safety net, so getting fired is not as harmful as it is in other countries.

Re: Unity to lay off 8% of its workforce

#54

Earlier quoted context omitted.

I think you are being a little harsh. https://unity.com/madewith/hollow-knight Right now there is no engine better for a small studio of 3-5 people. Godot is VASTLY overrated, and Unreal gets way too complex too fast.

Hollow Knight is not a unity in-house game, it is a 3rd party studio. I did not say that Unity is not capable of great titles. Unreal is the opposite end of the difficulty curve: where Unity is great for rapid prototyping but terrible for deployment, Unreal is terrible for prototyping and project bring up, but most of your problems for deployment are front-loaded. Godot is certainly...maturing. It's not without its f…

Your central claim: "a critically broken engine" is overstated. Poorly made, maybe. But lots of teams are shipping games with Unity: Hollow Knight and Cult of the Lamb are massive sellers demonstrating Unity clearly can work.

Re: Unity to lay off 8% of its workforce

#55
post #40

Unreal and Godot seem to be doing a number on Unity from both ends. The higher end of the industry is going Unreal while the indie games and hobbyist are going Godot. I imagine this is also why Epic is a Godot donor.

Have there been any well-known games made in Godot yet? When I started with my first proper game which was released a few months ago I went with Unity because I couldn't find any successful examples and the knowledgebase was lacking in comparison with Unity.

https://www.cassettebeasts.com/ launched recently. I liked it.

Re: Unity to lay off 8% of its workforce

#56

Unity is a broken company that sells a critically broken engine. Sure, it's a great engine for rapid prototyping & releasing indie titles, but not great for getting to the finish line. I know of teams that have had to take out source licenses and edit the engine to fix & work around bugs so they could actually ship their game. Unity also don't build and release with their engine, like Epic does with Unreal & Fortnite…

Things are going very well to Epic. Exclusive games like Gears of War, Redfall and the next Halo are adopting their engine (I'm not sure if it tells more about Microsoft incompetence or Unreal's virtues).

Re: Unity to lay off 8% of its workforce

#57

Unity is a broken company that sells a critically broken engine. Sure, it's a great engine for rapid prototyping & releasing indie titles, but not great for getting to the finish line. I know of teams that have had to take out source licenses and edit the engine to fix & work around bugs so they could actually ship their game. Unity also don't build and release with their engine, like Epic does with Unreal & Fortnite…

Things are going very well to Epic. Exclusive games like Gears of War, Redfall and the next Halo are adopting their engine (I'm not sure if it tells more about Microsoft incompetence or Unreal's virtues).

> Gears of War

GoW is an Epic IP, so it would be surprising if it didn't use the Unreal engine

Re: Unity to lay off 8% of its workforce

#58

Unity is a broken company that sells a critically broken engine. Sure, it's a great engine for rapid prototyping & releasing indie titles, but not great for getting to the finish line. I know of teams that have had to take out source licenses and edit the engine to fix & work around bugs so they could actually ship their game. Unity also don't build and release with their engine, like Epic does with Unreal & Fortnite…

You perfectly described how Unity makes their money:

When your game is 95% finished, you stumble onto Unity Engine bugs that you can't circumvent in C# so now you need to purchase their extremely pricey source code access.

Re: Unity to lay off 8% of its workforce

#60

Unity is a broken company that sells a critically broken engine. Sure, it's a great engine for rapid prototyping & releasing indie titles, but not great for getting to the finish line. I know of teams that have had to take out source licenses and edit the engine to fix & work around bugs so they could actually ship their game. Unity also don't build and release with their engine, like Epic does with Unreal & Fortnite…

You perfectly described how Unity makes their money: When your game is 95% finished, you stumble onto Unity Engine bugs that you can't circumvent in C# so now you need to purchase their extremely pricey source code access.

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