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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

#131
post #26

My guess is they are cutting glut, realizing that the free money times are over and not that there's fundamental issues (apart from relying on free money too much of course). I'm a bit nervous about them turning profitable eventually but there's enough technical merit and niche that they should. I remember they grew headcount by a lot but maybe I'm misremembering. Maybe this sounds a bit cynical but 8% actually feels…

What do you mean by glut?

Re: Unity to lay off 8% of its workforce

#132

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).

One of the issues with triple A game dev is that it's hard. No matter what engine you choose. Unity is hard with your hands tied behind your back but UE is also very difficult to get a technically well done game at 60 FPS if you don't have the experience and ability on your team AND management. Some people have been sold the BS that you if you use UE your technical problems are solved and then 1000 blueprints later you are in hot water as you approach ship.

Re: Unity to lay off 8% of its workforce

#133
post #131
post #26

My guess is they are cutting glut, realizing that the free money times are over and not that there's fundamental issues (apart from relying on free money too much of course). I'm a bit nervous about them turning profitable eventually but there's enough technical merit and niche that they should. I remember they grew headcount by a lot but maybe I'm misremembering. Maybe this sounds a bit cynical but 8% actually feels…

What do you mean by glut?

Greedily overhired because "money is free" and now cutting down to a workforce size that actually represents what they need (as opposed to forced to cut people even though they would provide value due to severe cash flow issues).

Glut is a bit cynical of a term I suppose.

Re: Unity to lay off 8% of its workforce

#134

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…

>when they tried to finish a whole game self-produced in-house, Gigaya, it was too hard for them to complete with their own engine.

I'll correct this statement and say that the dev team was perfectly confident working and eventually deplying Gigaya, and it did in fact help discover some bugs and features that went into the roadmap for the engine.

It's just that management suddenly laid off most of the team and diverted the rest elsewhere. There was no one left to work on the project. I assure you those decisions were not ones made by engineers nor artists due to a lack of confidence. Simply another victim of the coporate churn.

Re: Unity to lay off 8% of its workforce

#135
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…

> I am stunned to see you recommending people should actually work for this groomers cesspool,

It's about as much a groomer's cesspool as Discord, Twitter, Reddit, or any other social media.

I feel this is a problem with parenting more than the tool. If it wasn't roblox it would have been any other website on the internet. Should we ban the internet for kids under 13? Maybe, but banning something from kids never kept some from getting access.

Re: Unity to lay off 8% of its workforce

#136
post #85

Anticipating another exodus with unity devs joining the Godot community.

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.

>It's really not that hard

Famous last words of a software developer.

If you're making a small 2D game and are willing to make some tools for artists, then sure. You can get away with slapping together a few frameworks. But we are far past the days where you can make some decent 3D game at scale from scratch, unless you yourself are some unicorn of a "full stack" graphics engineer.

Re: Unity to lay off 8% of its workforce

#137

Earlier quoted context omitted.

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…

> 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.

If I wanted to build the next celeste, sure. But Even if I did I don't have the brand recognition to sell as well as celeste.

I want to make a 3D game anyway, so that's big enough reason to let an engine do the heavy work.

Re: Unity to lay off 8% of its workforce

#138
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.

>It's really not that hard Famous last words of a software developer. If you're making a small 2D game and are willing to make some tools for artists, then sure. You can get away with slapping together a few frameworks. But we are far past the days where you can make some decent 3D game at scale from scratch, unless you yourself are some unicorn of a "full stack" graphics engineer.

If you're willing to go for graphics as good as minecraft (best selling game of all time mind you, even in 2023) it's just as feasible as in 2011, in fact it's a lot easier (and hardware a lot more forgiving). People care much less about graphics and much more about gameplay, and building things from scratch makes making unique experiences much more feasible.
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