Unity to lay off 8% of its workforce
cnbc.com
cnbc.com
https://www.gamesindustry.biz/unity-lays-off-hundreds-more-c...
No info on which offices might be at risk.
However, that seems to fire the starting gun on the preparations needed to then carry out layoffs that require longer statutory processes in Europe, which then get included in the second or future wave of layoffs. Meta for example appeared to follow this pattern, and I've heard as much from people with direct knowledge of events.
This is Unity's third round of layoffs this year.
Frequently you need to have consultations with unions or staff representatives, present an actual business plan for the layoffs and why people can't be reconverted.
That hits the breaks on any impulsive layoffs and it adds another buffer of a bunch of months.
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, or Valve does with their games. And, 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. https://forum.unity.com/threads/introducing-gigaya-unitys-up...
> It served its purpose as a source of product feedback during its active development and will continue to provide value as an internal resource. Any further learnings would have been minimal during the additional required time to get it to the finish line and would have been disproportionate to the necessary investment. Gigaya was conceptualized as an internal production to generate first-hand product feedback, as well as a learning resource for our users. To release it as a sample project would have required a thorough cleanup and optimizations in its current stage.
Do you really think Unity will get better if Unity can't release a game and support its whole release lifecycle from production, release, ongoing support, and next console generation uprevs? Heck no.
When I pick an engine for my next project, it's going to be Godot or perhaps Unreal, not Unity.
An ad company that is extremely good at selling the idea of it being a game engine company.
Unity has a massive ecosystem around it. Well, I mean life support. And it'll not last forever.
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.
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'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.
I keep wanting to commit to using Godot for projects but I'm unsure which foundation to build upon.
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 flaws. I help ship a very widely-used project with it (with a team of 3-5 actual 3D devs that work with Godot) that has many build targets—perhaps one of the biggest Godot projects in production—and I've definitely made cynical comments about it before on this very website. But as we're now in an era of Godot 4, I sincerely think that Godot—because it's built by people who deeply care about shipping great games and tools to build those games with as their P1—will wind up being far more successful than Unity in time. (At least, when compared to Unity's current trajectory and tools, compared to Godot's current trajectory.)
GoW is an Epic IP, so it would be surprising if it didn't use the Unreal engine
It's been so bad I'm honestly worried for the future of Arkane Austin.
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.
Other big games made in Unity: Fall Guys, Cuphead, Hollow Knight, Amplitude's Endless games, The Ori series, Tunic, Pokemon Go, Pillars of Eternity, Kerbal Space Program, Rimworld. This list doesn't include the many mobile games made in Unity, where it is by far the leading game engine.
Major games with Unreal: a lot, it owns the AAA space for games using third-party engines.
Major games made with Godot: none yet.
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.
The more I read about it the more sweatshop-ish it sounded.
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%.
This had grave consequences for my daughter, the trauma, the PTSD, and a year of therapy.
While I sympathize with your tragedy, you should have stopped at this point.
And no, I don't work for Roblox.
Well, yeah.
The difference between a 3yo and a 4yo is a quarter of lifetime!
The difference between an 8yo and a 10yo is a fifth of a lifetime!
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.
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.
[1] https://www.reddit.com/r/GameTheorists/comments/ykmx3m/roblo... [2] https://www.youtube.com/watch?v=vTMF6xEiAaY [3] https://www.youtube.com/watch?v=_gXlauRB1EQ
morally and ethically? nothing at all.
I've been expecting this for sometime and I'm guessing they'll be forced to cut more.
These kind of numbers might be okay if they were a new startup growing sales 100%+ YoY, but they've been around since 2005 and have a mediocre growth rate of about 25-30%. There's just no excuse for this level of mismanagement.
4.5min review: https://www.youtube.com/watch?v=w54iBRN8oQQ
I only have so much time and it's all hobby projects but my heuristic is "multiplatform, 2d focus -> Unity; 3d -> Unreal". The two "big ones" seem to have interesting enough niches carved out (Unreal is also big in the simulation area and in movies). Sadly I haven't had the chance to try Godot or any other engine really.
Yeah, by 2x between 2020 and 2022...
Glut is a bit cynical of a term I suppose.
"a new round of layoffs--its third within a year" https://www.gamespot.com/articles/game-engine-company-market...
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.
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.
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.
https://www.google.com/search?q=what+video+games+use+unity+e...
How much does/did Unity charge for the top games that use their engine? How else do they generate revenue (and profit)? How do they compete with Unreal? Is Unreal more successful of the two?
Unity’s only revenue streams are their game engine and their advertising platform.
Edit: I forgot they also have an asset store.
Wait, unity is 7000 people??????
Well, I can say I do not sincerely understand those numbers.
Is this the bll sht jobs syndrom of our modern societies?
I deal mostly with automations, so rarely do things directly anymore. I'm always thinking in terms of: how can I record this and play it back, can I get at the underlying data structures (hopefully standard like JSON or CSV), can I do multi-file search and replace with shell tools like grep using regexes, can I exercise the thing with a different tool like curl instead of a GUI, etc etc etc. So when I have to do something more than once, I often copy the text into something like BBEdit and run text filters on each line or use rectangular select on tabular data or format it as TSV (tab separated values) to copy/paste data into spreadsheets.
But in Unity, I have to do everything the bare hands way with cookie cutter tools. I realize that's by design, but please, give experienced developers the means to access the underlying data structures so they can automate their work.
For example, I was setting up the controller button mappings for my VR rig. At first it was great, until I tried to copy and paste rows in their GUI and found that it didn't work. I get tripped up constantly by the simplest tasks because Unity evidently doesn't run its GUIs by new users, the way that Apple might when they're designing a new interface.
And then there's missing functionality in their standard libraries. For example, the GL_LINES primitive from OpenGL is simply missing, and there's no metaphor that replaces lines within their renderers. This isn't really their fault, since such basic functionality has been stripped from the underlying drivers on most platforms. Instead, they provide an over-engineered line mesh tool, which is fine, but many orders of magnitude slower, and we can't just use it as a shader on an existing model.
There's no separate stop button. It doesn't save what I do in play mode automatically, or even ask me whether to make some of the edits I've made permanent. Their version control tool is atrociously bad compared to standard ones like git. The shader graph GUI runs many thousands of times slower than it should (unusable on my daily driver Mac Mini, I have to bust out the gaming PC).
Times everything. A beginner mind outside of the Unity ecosystem sees these hindrances immediately. But experienced Unity users become blind to them. My very good programmer friend thinks I'm simply crazy and using it wrong. But see, that's his answer for everything. To criticize me instead of to consider ways that the tools could be improved. Which is the antithesis of computer programming (in fairness, he's much more of an artist or craftsman than an engineer like me).
Then I run into problems with their opinionated stances like composition over inheritance. Or various friction in C# that I never hit in languages like PHP that I chose specifically to avoid the manual management of C++-inspired languages. Which is its own can of worms, because developers cling to advantages that suit them rather than seeing the advantages that other paradigms could bring. Again, this is very anti-programming in my book.
So my advice to Unity would be to take a year and stop chasing Unreal. Implement the low-hanging fruit. Fix the bugs. Update the documentation. Consider allowing a large list of languages, especially Javascript/Lua/Python. But I think that the odds of any of this happening are so low that I regret taking the time to write this comment.
So...
I know someone who had >$5M worth of Unity stock (employee grants). He sold it all in 2021. Had the IPO happened a year later, his stock would have been worth 80% less.
I’m assuming a lot of these Unity insiders sold. Fortunately genius fund managers like ARK’s Cathie Wood were buying hand over fist.
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 where unions control half the votes. The result is neither a shareholder's nor a worker's paradise, but a reasonable compromise.
100% this. Unions help employees to negotiate better even in a layoff situation.
Engineers and other software related jobs, are just that jobs. Unions are specially designed to help employees better deals whatever the industry.
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.