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Unity Software to cut 3.8% of staff in 'company reset'

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Re: Unity Software to cut 3.8% of staff in 'company reset'

#91

unity is a mess on the inside there are slack channels practically devoted to political bickering i was disgusted with what I saw there (outside of my own engineering team which was actually quite decent with the exception of one person) and left within 3 months

>there are slack channels practically devoted to political bickering

What kind of political bickering? Internal company politics or government/social/identity politics?

Re: Unity Software to cut 3.8% of staff in 'company reset'

#92
post #22
post #19

Earlier quoted context omitted.

It seems more like its to save money on office real estate and the fees that come with that like cleaning services, security, etc than it is about being employee friendly.

Whatever their reasons, the end result sounds good for employees.

Unless like me and many other people I know, you prefer working in an office five days a week.

Re: Unity Software to cut 3.8% of staff in 'company reset'

#93

Earlier quoted context omitted.

No game engine can save a game from someone dedicated to being inefficient, like rendering high poly teeth on pixel tall models.

I would have assumed the game engine would be responsible for culling occluded objects. Isn't that one of the most basic parts of a 3D renderer?

Considering how long it takes to load games like Battlebit (super low poly 3D) or Graveyard Keeper (2D), speed/efficiency/optimization is not something I expect to see much of with Unity. While there are exceptions, its performance seems pretty consistently bad.

Re: Unity Software to cut 3.8% of staff in 'company reset'

#94
post #22

Earlier quoted context omitted.

Whatever their reasons, the end result sounds good for employees.

Unity is a worldwide company and while the HQ is now in San francisco, the origins lie in Copenhagen. There's physically no way to reasonably make everyone RTO because there are multiple big bases, and Unity was adjusted to telecommuncations well before the pandemic due to that. So I'm not too surprised it chose to size down physical locations when push came to shove, compared to other tech companies in SV doubling d…

>There's physically no way to reasonably make everyone RTO because there are multiple big bases

Sure, but from what I saw a lot of these VFX/arts/game studios despite being international, still mandate their teams to be in-office a certain amount of days per week due to the nature of creative work. Especially that certain things like a games or VFX tend to not have their development spread internationally, but are usually developed by only a certain branch office, in which case some days of in-person collaboration might be more productive.

Re: Unity Software to cut 3.8% of staff in 'company reset'

#95
post #5
post #3

Most notably, this is laying off their entire acquisition of Weta Digital which was an audacious $1.6B purchase. After which Unity did nothing to take the proposed products into the marketplace.

I think they were not easily commercialized. I was a VFX software developer and internal tools are both very advanced and also fragile foot guns if you try to do anything that isn’t exactly down the golden path. VFX devs are not the usual product guys, they are usually either R&D/math guys or hackers, with little in between. The way to commercialize WETA stuff would be to make new product teams and basically redo muc…

Yeah, you could see this outcome a mile away. While there are examples of in-house VFX software being commercialised (eg. most of the Foundry's offerings) it's generally not built to the same spec as commercial software. There are plenty of good developers but the teams are smaller and resources are focused on bang for buck.

Re: Unity Software to cut 3.8% of staff in 'company reset'

#96
post #85
post #79

Earlier quoted context omitted.

But a company deciding "okay, were done" and just shutting down is effectively laying off 100% of the staff. This company's leadership is already getting flak for laying off under 4%.

Sure and laying off 100% of staff might be better for society if you can replace the jobs with higher productivity ones somewhere else. Same with unions, instead of starting one to fix a dystopian company with bad leadership, could be better to have the employees leave and have the company go downhill than trying to fix something that isn't worth fixing.

>Sure and laying off 100% of staff might be better for society if you can replace the jobs with higher productivity ones somewhere else

Maybe, if you ignore the costs of huge swaths of people being layed off.

Re: Unity Software to cut 3.8% of staff in 'company reset'

#97
post #96
post #85

Earlier quoted context omitted.

Sure and laying off 100% of staff might be better for society if you can replace the jobs with higher productivity ones somewhere else. Same with unions, instead of starting one to fix a dystopian company with bad leadership, could be better to have the employees leave and have the company go downhill than trying to fix something that isn't worth fixing.

>Sure and laying off 100% of staff might be better for society if you can replace the jobs with higher productivity ones somewhere else Maybe, if you ignore the costs of huge swaths of people being layed off.

The costs depend on a lot of variables we're assuming here, they might be negligible. In some european countries where I live (not sure how it works in the US) if you get fired you'll get several months up to ~2 years - depends on the country - of subsidies while you look for jobs. Of course there will be more stress during the months you are switching but economically, having big companies with old business models, syphoning subsidies and tax breaks and all manner of life support measures just to stay alive... In many cases you'd spend less by letting the company go bankrupt and supporting the employees directly in their transition.

And once they come back to the workforce, every month of increased productivity might be "making it back" much faster.

Re: Unity Software to cut 3.8% of staff in 'company reset'

#98
post #22

Earlier quoted context omitted.

Whatever their reasons, the end result sounds good for employees.

Unless like me and many other people I know, you prefer working in an office five days a week.

I don't even work five days a week!

Re: Unity Software to cut 3.8% of staff in 'company reset'

#99
post #21

Earlier quoted context omitted.

It seems like WFH is a "perk" when company is in cut down expenses mode, and RTO is mandated when it's thriving.

When you layoff large numbers of people, WFH makes it easier. When you need to start a company or do a hiring push, being in an office can help. In a company that only hires high seniority employees, WFH vs office doesn't matter much.

I think it's the other way around.

When you want to layoff a large number of people: RTO will increase the number of employees quitting so you don't have to layoff as many

When starting a company: WFH means you don't need offices, or at least smaller offices which makes a big difference

When you do a hiring push: being open to WFH gives you a bigger pool to draw from

Re: Unity Software to cut 3.8% of staff in 'company reset'

#100

Unity are spending too much money to develop far too little. New engine features are almost universally half baked (DOTS, UI mess). They acquire in demand features from the community just to let them wither (pro builder). The only thing that's consistent between different Unity features is how unpolished they seem. Notably the mess they have made of DOTS seems to have been partially responsible for sinking Cities Sky…

They pivoted from developing an engine to developing an IPO.

It's looking like there was no plan beyond that, once Riccitiello sailed off into the sunset with his loot.

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