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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

#111
post #85

Earlier quoted context omitted.

I would hope people just go back to writing engines from scratch. It's really not that hard and unlocks being able to do unique non cookie cutter things which in the end games are supposed to contain.

Writing your own engine requires a far stronger knowledge of math, rendering, audio, and networking (just to start with) than the median dev has, probably by a few orders of magnitude.

If you want to build the next Call of Duty, sure. Engines like Unity and Unreal promise to aspiring gamedevs that they can build the next COD. The reality is that most aspiring gamedevs won’t ship a game, partly because the tooling is orders of magnitude more complex than a simple rendering library, and because their aspirations to create the next COD is orders of magnitude more complex than building the next Celeste.

Rendering libraries like Monogame hit a sweet spot of shielding the developer from most of the complex rendering maths, while being general enough to allow you structure your code how you like. Simple rendering libraries are a much harder sell though because a capabilities video demonstrating rotating sprites and blend modes doesn’t seem as enticing as Quixel scanned environments or Dynamically globally illuminated assets.

Re: Unity to lay off 8% of its workforce

#112
post #2

Didn't PE guys or some one buy Unity. With high interest rates you get reality into business models and squeezing efficiency. I do not know but the next decade does not look like workers' paradise like some have envisioned.

The only way workers get any say over corporate decisions about things like compensation, layoffs, stock buybacks etc. within the investment capitalism model is if they are organized and control voting seats on the corporate board. Don't worry, implementing this as the standard in the USA will not result in "Marxist Communism" - it's the norm in Germany today, e.g. VW is controlled by a 20-seat supervisory board wher…

[deleted]

Re: Unity to lay off 8% of its workforce

#114
post #83
post #61

bad omens for elf/linux support. Wait, unity is 7000 people??????

For comparison, Epic Games has 2,200+

that means a smaller team on UE5.x... but still...

Well, I can say I do not sincerely understand those numbers.

Is this the bll sht jobs syndrom of our modern societies?

Re: Unity to lay off 8% of its workforce

#115
post #84

Roblox is hiring. And they pay Silicon Valley salaries, not game dev salaries.[1] [1] https://jobs.roblox.com/careers

I’m a father of a then-little girl who was molested by one of her 2nd grade classmates. What came out of the safety investigation, the boy who molested her was taught that behavior through unmoderated sexually oriented user generated content on Roblox. I am stunned to see you recommending people should actually work for this groomers cesspool, with said content persisting to this day. The only reason I can imagine is…

Bud, with all due respect, chill out.

This is a random overreaction.

I'm sure some bad things happen in Roblox, but this seems like the exception, not the rule.

This is not meant to be a hostile zone.

Re: Unity to lay off 8% of its workforce

#116
post #52

Earlier quoted context omitted.

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.

I definitely recommend GDScript, especially if you are using Godot 4 / GDScript 2. The language was designed to be used in Godot to make games, and in my opinion it’s very good at that. The editor integration is great, defining export variables for the inspector, adding doc comments that show up in the built in help viewer, dragging nodes and files into your script to get their onready and preload paths, etc… It’s ju…

Yeah, I recently looked at setting up some C# dev for Godot 4 and I found documentation scarce. Conversely, GDScript was much better catered for, even allowing for the fact that the documentation isn't all there for Godot 4 yet

Re: Unity to lay off 8% of its workforce

#117
post #77

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.

Godot is not overrated. It absolutely crushes Unity in a subset of use-cases which is quickly growing.

It really could use more commercial success stories to validate it though. Cassette Beasts is very impressive, but there need to be a lot more to give confidence to teams to switch over.

Re: Unity to lay off 8% of its workforce

#118
post #97
post #89

Earlier quoted context omitted.

For the longest time I thought being a game dev was a cool job where you made lots of money and got to do what you loved. The more I read about it the more sweatshop-ish it sounded.

"I want to work in this field because I am passionate about it" is always a license for employers to exploit their workers. Video gaming, fashion, entertainment, even social service – all new entrants into such careers quickly get a dose of reality about how glamorous they actually are on the inside. My advice to smart CS students looking for jobs always is – find a nice company that makes business software. The more…

> My advice to smart CS students looking for jobs always is – find a nice company that makes business software. The more boring the job, the better your salary and work-life balance will be. You can work on your passions on the side.

100%.

Re: Unity to lay off 8% of its workforce

#119
post #109

Earlier quoted context omitted.

How old were you in second grade? About 10 right? Maybe 9 approaching 10. Close enough that your argument is ignorant and terrible.

in most places, 9-10 is fourth grade?

So I guess 2 years makes ALL the difference in this context.

Re: Unity to lay off 8% of its workforce

#120

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).

Redfall isn't really a success story, the reviews have been pretty damning so far, for example: https://www.youtube.com/watch?v=YTpFvYbDuqA or https://www.youtube.com/watch?v=pMJqrGtUSPY

It's been so bad I'm honestly worried for the future of Arkane Austin.

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