Unity Software to cut 3.8% of staff in 'company reset'
reuters.com
reuters.com
Notably the mess they have made of DOTS seems to have been partially responsible for sinking Cities Skylines 2.
Just points to a mess at the leadership level. Their failed relicensing debacle shows the poor level of judgement of the C suite.
"The cause for unnecessary geometry is both the lack of simplified LOD variants for many of the game’s meshes, as well as the simplistic and seemingly untuned culling implementation. And the reason why the game has its own culling implementation instead of using Unity’s built in solution (which should at least in theory be much more advanced) is because Colossal Order had to implement quite a lot of the graphics side themselves because Unity’s integration between DOTS and HDRP is still very much a work in progress and arguably unsuitable for most actual games"
Alternatively, a tough conversation needs to be had with the team about complying with unity's way.
Battlebit runs on the same engine, but I think they made exactly the right trade offs to achieve their experience.
I don't care if the game world looks realistic. I just want it to be fun. Simulations are a nuanced point of this, but even so if CS2 looked no better than the original, I probably wouldn't have noticed.
I guess the answer is an unfortunate "we did not" as of now. Real shame because the ideas of a proper DOTS renderer (not a literal renderer, moreso an ECS oriented way to deliver data to the GPU. Likely HDRP/URP) was one rumbling for years. And probably still is. And with all the industry layoffs/leavings I hope they don't drain too much of the brain to get that off the ground.
this is called occlusion culling and usually it brings a lot of problems on its own (it's CPU intensive and you need to apply it smartly only where it helps)
and even if this occlusion culling would be cheap, the way how it is usually done requires precomputing a lot of data - so occluders are static geometry
since character head is skinned mesh - so dynamically changes every frame based on joints positions - that will be another level of complexity
game engines are not really helpful here
They bet too much, too hard, in all the wrong places. And tried lock-in and pricing out the indies. They should've done the Adobe thing and let those college kids pirate.
Dunno, very expected from this angle.
Even if the user insists on being a little bit weird. Perhaps especially so.
We like to chase the most difficult customers. It forces us to have the best products.
It's looking like there was no plan beyond that, once Riccitiello sailed off into the sunset with his loot.
While a lot of concepts are transferrable between engines, if you've got a team of experienced C#/Unity developers who haven't touched UE, switching to C++/UE is likely to cost a lot of time/money. A new engine can still be a steep learning curve for experienced game developers. You might be able to pick up the basics over a weekend, but reaching expert levels of knowledge takes years.
That cost increases further if it means restarting a project from scratch rather than building on top of an existing codebase (which will likely include not just the game itself, but also an assortment of tools built within Unity for building content and improving workflows).
Unity's killer feature for many is still its C# support. If you're a small team or solo developer who doesn't need AAA levels of performance, it can be a big time-saver over working with C++.
For that that small/solo team it's also easier to switch engine and since they can't get custom license deals like the big boys having the same language may encourage some to invest the time and resources.
DOTS had a much troubled development cycle; most of what was promised was eventually abandoned, and the key people were laid off. Anyone that bought into it is now stuck in the hybrid-DOTS limbo, where they have to invest substantial amount of time into making the engine features work.
The real issue with Unity is that they don't double down on DOTS + HDRP/URP. I have not opened the editor for a few months but last time I worked in Unity the legacy render pipeline was still the default and documentation around DOTS and HDRP was somewhat lacking which is a shame because when you get it working, it works super well.
> Unity will shut down offices in 14 locations such as Berlin and Singapore, pending employee consultation in some countries, and significantly reduce its office footprint for the remaining offices, including in San Francisco and Bellevue, Washington.
> Unity will no longer mandate that employees work from offices three a days a week and will reduce "full in-office services" to three days a week in most locations, the company said.
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 down on their billion dollar real estate they built.
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.
That is fortunately one big thing loosened over COVID, though; could never imagine having a devkit in my own house before 2020.
----
can't speak too much for the vfx industry. I imagine its similar culture and NDA contracts in terms of where content can "stay".
When I was doing some security evaluations on a gaming console it was mandatory to lock the HW samples in a vault at the end of the business day when the last person to leave the office was done with them. Naturally that made WFH impossible even during covid.
Well to be fair that didn't work out that well either...
> also the employees
Still almost dirt cheap by SF standards.
Sounds like fraud, and managing in bad faith.
It's definitely shitball, dishonest, bad faith management... but it's not fraud.
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.
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
Depends on the job market in that area.
People only quit if they know they'll easily find equal or better paid gigs than what they already have, but in 2023 most people working in tech tended to stay where they are due to the market stagnation/slump, especially if they got above market rates during the 2021-2022 boom and know they won't get anything better in the current market.
I don't think this is true (or at least, it has tons of exceptions). People quit if they think that they have an alternative that is better. This doesn't have to mean equal or better pay. I know a number of people who have quit and taken lower-paying work because those jobs improved their quality of life in other ways.
Onboarding a large number of new WFH employees at the same might easily turn into a disaster though (for example if you "need" to grow your headcount at 50-100% per year like Unity did... of course they didn't need to do that but that's different problem).
After which Unity did nothing to take the proposed products into the marketplace.
"Unity welcomes Weta Digital’s world-class engineering talent of 275 engineers that are known for architecting, building, and maintaining Weta Digital tools and core pipeline."
So it just seems they have just thrown away $1.6 billion. If they were unable to commercialize any of their tools while they still had the people who built them it will be entirely hopeless now.
The way to commercialize WETA stuff would be to make new product teams and basically redo much of the work with professional software devs and figure out where the original VFX R&D had gaps - and it always has massive gaps.
Unity just went nuts with wacky acquisitions the last couple years and this was one of them.
HT: That’s also an important point explained when we talk about internal VS commercial (or build VS buy) in the animation/VFX industry.
Internal softwares does less than 5% (or less) of commercial products, but they are doing it in a straight, fab compatibility way. No effort is made in making the tool working with your fab, the tool is shaped for the fab from scratch. That’s the value of internal tools. Converting those is viable product is very risky.
Man, what did I even get laid off for if they were gonna cut off their billion dollar acquisition anyway? Thought they'd at least leverage that talent and tech to properly compete with Unreal in the Film space. But alas. More unfulfilled dreams.
Of course that would turn into a disaster due to obvious reasons (good luck firing the "right" people). So they are kind of screwed, no way can the generate enough income to support 7000 people without massive growth.
It's a bit of an apples to oranges but Epic for instance "only" has around ~4,5 employees yet just Fornite alone is reportedly bringing almost 2x more revenue than Unity's entire business...
Of course that might just be an indication that you can't really make much money (or even be profitable) from selling a game engine (licensing Unreal is just a side-gig to Epic after all, they made less than $300 mil from it last year).
Heard from a comment on here that all Unity tech demos use extreme custom tweaks on the base engine and then when that demo ships it all gets thrown out because it doesn't really function beyond what was demoed in a modular way an end user could benefit from it.
This is way Unity pivoted into ads and is/was(?) trying to entire other areas like VFX/industrial etc. stuff. Charging per seat is just a terrible business model for a game engine.
> Heard from a comment on here that all Unity tech demos use extreme custom tweaks on the base engine and then when that demo ships it all gets thrown out
That's true, they didn't even throw out that stuff, demos were made on a separate branch of the engine by team(s) completely separate from the people working on the engine. That and most of the stuff they were doing in their demos is irrelevant for pretty much all of their users anyway (and obviously they weren't very effective at attracting VFX and AAA clients..). IIRC they canned most of their in house demo team back in 2022.
> building having to actually build a real product with the tools you make in that building
Honestly I'm not 100% sure about that. It's not like all teams have the same problems and workflows and it's not like Unity is not getting enough feedback from their users.
Unity's only advantage is the huge community and the tons of stuff in their store and the huge number of tutorials.
Anyway, I am glad I exited game de few years ago and I am much happier doing web development and microservices.
Some more discussion over here: https://news.ycombinator.com/item?id=38452493
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
What kind of political bickering? Internal company politics or government/social/identity politics?
You know, the people directly responsible for the company's situation? Accountability? No?
Pretty messed up that you can fuck up and make hundreds lose their jobs, and get paid for several months afterwards to do literally nothing.
But yea, golden parachutes for me but not for thee.
Whether he did a good job is irrelevant, he did a job and got paid for it. It'd be pretty fucked up if the board hired him, then didn't pay him per contract.
LOL! Well, at least you're not trying to hide the fact that the ridiculous compensation isn't commensurate with performance.
This is just different rules for the rich. I'm sure he'd survive much better even without that money than any other employee being let go with their much less generous package.
They get paid appalling amounts of money when they're just treading water - it's not fair they also get good payouts when they stuff up so monumentally.
Now, if the reason for layoffs is due directly to poor decisions by someone who should not have reasonably made that decision given the variables in front of them, that person should probably be terminated. But layoffs can occur for all manner of reasons. If you are in the business of making feather hats, and suddenly feather hats go out of style because of shifts in market demand, how can you fire the business leader? Not everything is in the control of management. Management comes in every day, sees the situation before them, and makes the best decisions they can to grow the business.
That’s an important skill. But it also provides the perfect cover for bad decisions, because “we didn’t know then what we do now.”
So I have little sympathy for the c-level exec who ends up on the wrong side of events as they unfold, because…that’s the gig. If they don’t want unfair blame they can get a different job.
If the police want to pull you over, they can always find a reason. Same with a board firing an exec. Whether the nominal reason is the same as the actual reason is pretty hard to tell from the outside.
Again, that's the gig, and if someone doesn't want the uncertainty or the downside risk, they can hand the compensation back and do something where performance is more measurable and treatment is more equitable. By the same token, my view of a "successful exec" depends on repeated success over time, not just a hot IPO or a good quarter.
No, it’s not. It’s to engage it best.
Take two cultures: one that executes leaders for making bad calls and one that judges them according to what they knew when they made the decision. Who wins?
We’ve run this experiment hundreds of times because it’s appealing to think steep consequences for bad decisions leads to good decisions. But it doesn’t. It causes caution and indecision. The example that comes to mind is Carthage vs. Rome; the former executed failed generals while in Rome "defeated generals seldom faced serious punishments" [1].
[1] https://www.cambridge.org/core/journals/libyan-studies/artic...
Considering solely risk, sure. There are other relevant inputs. More pertinently, this is why we have public services and safety nets.
If you can convince people that you are deserving of leadership, you have the guts to put yourself on the line in front of tens or hundreds or thousands of people, go ahead. This is your life and the people you are responsible for. If you do this and want to work for peanuts, be my guest. I get paid what the market thinks I’m worth.
> I get paid what the market thinks I’m worth.
It helps when “the market” is your peers who also benefit from benchmarking higher salaries for management.
Why? It makes perfect sense to hold CEOs to a much higher standard than ordinary employees. There is nothing flawed about that at all.
> excuse you could make applies to the CEO as well.
Well it shouldn’t
Businesses will continue to employee you as long as they think it’s a net benefit to them. Their outlook can change at anytime and for nonsensical reasons.
I would suggest accepting this state of affairs. That might mean making sure you have savings, or up to date job skills. Refusing to believe this can happen to you because you have worked so hard or been so loyal will only lead to heartache.
Either way these are just wishful normative statements. The business reality is that they will not guarantee you a job.
If you (anyone who reads this) are an employee, remember this is how c-suite people see you.
You're cost. You're something that prevents the business from being "preserved". You're like water or electricity bills from the businesses' point of view. You'll be fired not because you did anything wrong: firing you is nothing different from using less water. Water, of course, can't be wrong or right.
That's why you should have zero loyalty to the business. (You're water bills. Water bills don't have loyalty)
Businesses exist to fulfill a market need, and every business fulfilling that market need competes in some axis of cost vs. quality.
We are all human. I feel for people laid off. I have been laid off before, and businesses I operated have failed - full stop. I’m talking complicated bankruptcy with the courts and everything. This is not a good outcome for anyone except the court appointed lawyers.
Even when I lay people off, or if people quit on their own for greener pa$ture$, I maintain relationships with people who I respect. More often than not I meet these people again, either hiring them directly or working with them again. The world isn’t zero sum, and being laid off isn’t a sociopathic situation of management vs. labor.
It’s literally an argument many businesses make when lobbying.
But maybe we’ll just have to agree to disagree on this.
You ever met a college student with an Xbox? If we stopped treating houses as an investment and started treating them as a commodity like Xboxes, you could afford one.
Ummm... why wouldn't you fire the business leader in that situation? He locked the company in to a niche market that was subject to the volatility of fashion choices when he could have had his feather techs fletching arrows or stuffing pillows. Had the bet paid off, he'd reap the benefits.
Were you a c-suite at Kodak or something? "There was nothing we could do after people didn't want to shoot photos on film anymore" meanwhile Fujifilm pivoting hard into chemical materials, makeup, medical etc etc (although ironically due to the meteoric rise of Instax, their highest income is once again consumer photo film...)
You fire the business leader because he didn't see the writing on the wall and expand into down comforters, other styles of hats, etc etc.
Many many dollars are wasted due to companies trying to survive at all costs and fail at it.
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.
Maybe, if you ignore the costs of huge swaths of people being layed off.
And once they come back to the workforce, every month of increased productivity might be "making it back" much faster.
There is immense value in the company structures themself. You can't just bail and take them with you. The inertia of the customer base for example. It has to be really bad to not be worth fixing if the alternative is redo from the ground up.
Some fields have less moat though.
This only matters from the pov of the company. From the pov of society those customers will move faster or slower to better competitors, which is what you want. Though you don't even need to have them have to figure it out from one day to the next, you could for example go to your best competitor ask them for money to buy your customer base, and use that money to pay your creditors, employees etc in the bankrupting process.
But with job hoping being incentived I guess it is futile?
There are so much BS I blame on the concept of job hoping engineers. Companies can't even make bags for spaghetti nowadays that are openable by hand since there are a constant churn of newbie plastic pasta bags engineers around at them.
It absolutely matters to customers. Depending on the type of business, it could be extremely inconvenient to have to change to a different one when they close.
Yes
> The people directly responsible for the company's situation?
Yes
> Accountability?
Some.
> No?
Bruh, I just said yes.
Even Riccitiello got an infinitely better deal than he deserved but he isn’t part of these specific layoffs.