[HN Gopher] Unity is laying off hundreds of employees
       ___________________________________________________________________
        
       Unity is laying off hundreds of employees
        
       Author : pjmlp
       Score  : 320 points
       Date   : 2022-06-30 09:39 UTC (13 hours ago)
        
 (HTM) web link (www.protocol.com)
 (TXT) w3m dump (www.protocol.com)
        
       | stephc_int13 wrote:
       | From my limited experience with the Unity engine, I would guess
       | that it has been built with a colossal technical debt that is
       | almost intractable.
       | 
       | The foundations were technically weak and they started the
       | reengineering process (DOTS) a bit late.
       | 
       | I've seen that before, with PalmOS and other tech stacks that
       | were hacked together and kind of worked for a while until the
       | competition caught up.
       | 
       | The zombie state can last a few years, but I am pretty sure there
       | are cases where the whole thing can be saved with herculean
       | effort.
        
         | stoicjumbotron wrote:
         | Alluding to this, at what point can such a huge company say
         | that we have technical debt and that we'll be focusing on
         | refactoring and making the base solid instead of releasing new
         | features?
        
           | stephc_int13 wrote:
           | They are kind of doing that with DOTS and ProjectTiny, while
           | still improving/maintaining the legacy base and adding
           | features.
           | 
           | https://unity.com/dots https://unity.com/solutions/instant-
           | games
           | 
           | But they have been working on this for 5 years now, and it is
           | still "experimental", also the community response has been
           | kind of lukewarm, many devs don't really understand why this
           | is necessary.
        
             | jay_kyburz wrote:
             | I read that the dots team went dark over a year ago. People
             | are speculating that the whole thing was either canceled,
             | or they are planning to release a completely separate game
             | engine rather than try and shoehorn it into the GameObject
             | model.
        
           | citizenkeen wrote:
           | When a company finally gets there, we will let you know.
        
         | johanneskanybal wrote:
         | Did you also build one of the top two game builiding engines of
         | the world or just ranting?
        
         | atwood22 wrote:
         | I see Unity lasting a long time. There are basically only two
         | companies to consider if you want to make a 3D game: Unity and
         | Unreal. Unity is so much easier to pick up for newer game
         | developers, which means Unity will always have a funnel of new
         | users that will help the company stay afloat. The decision to
         | use C# is a major factor in Unity's success. Not only do you
         | get the benefit of an existing ecosystem, and you also don't
         | need to worry about the insanity that is C++. The biggest
         | threat to Unity is probably Godot achieving a Blender-like
         | success story where Godot achieves parity with Unity but is
         | free.
        
           | madrox wrote:
           | The big risk to products where better UX is a differentiator
           | is that it's easy for competitors to catch up and you need to
           | keep moving. I tend to agree that Unity will be around for a
           | while, but I'm not sure it will keep its same prominence.
           | It's losing its first mover advantage.
        
           | golergka wrote:
           | Unreal has Blueprints that are superior to all Unity's visual
           | scripting solutions, so if you're a beginning indie dev, you
           | don't need to write code at all.
           | 
           | If, however, you're a professional game developer who tries
           | to get his game to run 60 FPS on a 6-year old phone (not a
           | hypothetical example, I've led a project that had 60 FPS on
           | iPhone 4 in 2016 with Unity), then you WANT the C++ and
           | engine source code.
           | 
           | I've been working with Unity since 2009 and hope to never
           | touch that giant flaming pile of shit again in my life.
           | Having moved to frontend development still, I'm very happy to
           | work with tools that mostly work, and if they don't, you can
           | actually dig in and debug them, with healthy development
           | culture that actually encourages you to do so.
           | 
           | Sorry for the emotional rant; 10 years of Unity experience
           | (not really though, I've done other things in this time as
           | well) do that to a person.
        
           | ParksNet wrote:
           | New game developers don't make any money. The gaming
           | industry, both free and paid titles, is overwhelmingly hit-
           | driven, and bigger professional teams can more consistently
           | deliver high quality content.
           | 
           | The median title on Steam earns only $3,000 in sales over the
           | first year: https://www.gamedeveloper.com/blogs/analyst-your-
           | first-week-...
           | 
           | Considering cost of development and time, the average title
           | most likely _loses_ money. People were basically LARPing as
           | game developers, and throwing money at Unity for the
           | privilege. As economic conditions deteriorate, its reasonable
           | to expect people to stop doing that.
        
             | WillPostForFood wrote:
             | _The median title on Steam earns only $3,000 in sales over
             | the first year_
             | 
             | That number is probably way overstating the median revenue.
             | It is based on a non-random sample (hey devs, send us your
             | data for a survey) of 75 games. Looking at a larger
             | dataset, a majority of developers make <$1,000 (average
             | revenue: $294).
             | 
             | https://www.gamedeveloper.com/blogs/what-can-we-learn-
             | from-t...
        
               | Cpoll wrote:
               | The median is meaningless anyway, with the bar to entry
               | being so low. If enough people publish games that no-one
               | buy the median will be $0.
        
               | WillPostForFood wrote:
               | Yes, that's basically what's happening as more and more
               | games are getting published.
               | 
               | 2013: 551
               | 
               | 2014: 1,631
               | 
               | 2015: 2,679
               | 
               | 2016: 4,466
               | 
               | 2017: 6,251
               | 
               | 2018: 8,137
               | 
               | 2019: 7,841
               | 
               | 2020: 9,609
               | 
               | 2021: 10,696
        
             | rozab wrote:
             | Steam is kind of irrelevant. If you look through Unity job
             | postings, almost all of them are in the mobile market
             | (where Unity dominates) with the rest being gambling or
             | web3 vaporware
        
             | Hammershaft wrote:
             | > People were basically LARPing as game developers, and
             | throwing money at Unity for the privilege.
             | 
             | If you make a game, and it struggles due to very tough
             | market conditions, you are not LARPing as a game dev. You
             | are a game developer. There are countless gems on steam
             | that have not gotten commercial success, but are well
             | engineered and well designed titles.
        
             | nimblegorilla wrote:
             | I agree Steam games are a difficult market to break into,
             | but there are other ways to make money. Unity is also a
             | nice platform if you want to produce interactive content
             | for corporate or educational consulting projects.
             | 
             | Also consider the large number of places such as Hobby
             | Lobby, Williams-Sonoma, or Home Depot that cater to
             | hobbyist/amateurs rather than industry professionals.
        
               | LaGrange wrote:
               | As far as I know, there is exactly zero reason to give
               | Unity money if you're a hobbyist.
        
               | atwood22 wrote:
               | Unity's asset store is a pretty cheap and convenient way
               | to get assets if you're on a budget.
        
             | georgeecollins wrote:
             | >> LARPing as game developers
             | 
             | That's harsh in my opinion. In entertainment and media
             | there are always more people who want to do a thing than
             | can be supported: musicians, actors, comedians, artists,
             | etc.
             | 
             | Sometimes amateurs become pros. Sometimes people "LARPing"
             | -- as you call it --make games I really enjoy. So I think
             | its cool that people try their luck at game development
             | even knowing most won't make a living at it.
        
               | kjs3 wrote:
               | Ya. Am I LARPing as a developer for creating OSS things
               | that scratch and itch and not working at Oracle or some
               | such.
        
             | whateveracct wrote:
             | What is the median lifetime sales? Or over a 5 year window?
             | I don't think first year is the end-all, be-all here given
             | how being a gamedev actually works (e.g. what if I release
             | 5 games in 5 years?) But it's possible first year sales are
             | effectively lifetime sales on average as well.
        
               | meheleventyone wrote:
               | There is a long, slowly accumulating tail but to get
               | there you need to survive five years and five releases.
               | And least some of those need to be more successful than
               | the median to generate real revenue in the tail. It also
               | comes with increased expense in terms of maintaining
               | those games, both the codebase itself and the marketing
               | around it. For all that you'll probably pull in a
               | mediocre salary for a single developer.
        
             | Uehreka wrote:
             | If your company (or personal LLC) is only making $3000/year
             | in revenue, you can use Unity for free (the threshold where
             | you need Unity Pro is $100K/year). So even if fewer people
             | are doing those kinds of "nights and weekends passion
             | project" games, it's not likely that it's affecting Unity's
             | overall revenue that much.
        
               | giobox wrote:
               | Right, but some of these passion projects in turn become
               | breakout hits that breach the 100k barrier then
               | presumably generate revenue for Unity - think of indie
               | games that break out into mainstream built on Unity like
               | _Among Us_ or _Valheim_. If the reduction in passion
               | project games is significant enough it might well have an
               | impact - especially as fewer  "AAA" style development
               | houses pick Unity.
        
           | wilg wrote:
           | God I would love for Unity to offer a Swift (no GC, fully
           | type safe, compiled, fast) API with a rethought API surface.
           | And have only one renderer to choose from instead of 3 with
           | all different features.
        
             | oaiey wrote:
             | C# on Unity is very different then what you expect.
             | Different base class library, stack instead of heap
             | objects, heap arranged to allow fast iterating over them.
             | It is C# but it is not your typical .NET. And .NET done
             | right is in the performance region where other aspects kick
             | in (like network or UI bottlenecks).
        
               | wilg wrote:
               | My only .NET experience is Unity and it's not great.
        
             | andrewf wrote:
             | _And have only one renderer to choose from instead of 3
             | with all different features._
             | 
             | So you want a fourth renderer? :)
        
             | atwood22 wrote:
             | Honestly, ARC in a game engine sounds miserable. Circular
             | references are a common occurrence in game development.
        
               | Jweb_Guru wrote:
               | There's a ton of mandatory reference counting in almost
               | every contemporary graphics driver. I also hate reference
               | counting overhead, but it really isn't as big of a deal
               | as you're making it out to be unless you use it for stuff
               | like references in render passes.
        
               | wilg wrote:
               | I mean the #1 issue with Unity performance is GC pauses
               | which are very easy to create. Swift of course has tools
               | for dealing with circular references. I'd certainly take
               | the trade.
        
             | Pulcinella wrote:
             | I'm not sure how much of a performance hit ARC traffic
             | would be. Though I think at least some of Unity's DOTS
             | systems really on structs instead of reference counted
             | objects so it shouldn't be a problem there.
        
               | wilg wrote:
               | Swift structs should work for that too. But also DOTS is
               | like years away from being ready it seems like. Basically
               | hacked into the engine and language and kinda over
               | complicated and confusing at the moment.
        
               | Arcanum-XIII wrote:
               | Not ARC per se but the message dispatch mechanism was the
               | biggest hurdle to high performance Objective C. The
               | solution was easy : drop to C. Not really the best
               | options for ease of approach :)
        
           | acchow wrote:
           | > There are basically only two companies to consider
           | 
           | today.
        
           | TheRealDunkirk wrote:
           | > if you want to make a 3D game: Unity and Unreal
           | 
           | Speaking of which, whatever happened with iDTech?
        
             | [deleted]
        
             | formerly_proven wrote:
             | Bethesda/Microsoft bought them and took it off the
             | licensing market, but it also seems questionable to me if
             | it had a future there anyway, because they seemed to have
             | gone all-in on large but totally static environments with
             | Rage, something which has not changed with Doom. That's not
             | something that really works for many games.
             | 
             | Looking at the family chart you can see that the last
             | version that was widely licensed was idTech 3 - from 1999: 
             | https://upload.wikimedia.org/wikipedia/commons/8/85/Quake_-
             | _...
        
           | sleepybrett wrote:
           | Unreal seems to have made great strides to make their engine
           | more approachable by outsiders. Five years ago you had a
           | stronger argument, these days I'm not so sure.
        
             | jbluepolarbear wrote:
             | Although blueprints are great, once you have to touch C++
             | it's not so great. Tools like Rider for Unreal make it
             | much, much better though. C++ is king of game dev and
             | everyone hates it. Unreal is not regular C++ and handles a
             | lot of resource management for you, but it's still C++.
        
               | chunkyguy wrote:
               | Am I the only one who prefers C++ over C#?
        
               | tuckerpo wrote:
               | You're not alone.
        
               | dilap wrote:
               | you've used both and still feel that way? i admit, i'm
               | surprised!
               | 
               | why the love for c++?
        
               | bena wrote:
               | I want to say this, but it's honestly been close to a
               | decade since I've seriously touched C or C++. I've used
               | Objective-C more recently than C/C++.
               | 
               | These days, if I'm thinking about creating an
               | application, I'm defaulting to C#.
        
               | jokethrowaway wrote:
               | No, c# is java done well and I can't stand java.
               | 
               | C++ is a pretty decent language with a few weird
               | features.
               | 
               | I may be biased by programming in Qt + c++, the best UI
               | development flow ever created
        
               | jbluepolarbear wrote:
               | I've used C++ for near 10 years and I don't hate it
               | (that's a lie I hate it with a passion), but C# is just
               | has much more flexibility, has better error messaging,
               | easier to integrate 3rd party libraries, better package
               | manager, better namespaces, no header hell, no memory
               | leaks, exceptions with useful information, reflection,
               | and so much more. C++ has raw speed.
        
         | dudeinhawaii wrote:
         | I've seen this from both the developer and consumer side of
         | things. The legacy design of Unity encouraged truly terrible
         | code designs which translate into sub-optimal performance on
         | modern hardware.
         | 
         | Performance and tooling have historically driven game engine
         | licensing. There's a reason why Unity has a noticeable lack of
         | presence in so-called triple-a gaming. Believe me, if
         | performance was "pretty good" and tooling was "excellent" then
         | every major studio would be using Unity. Instead, they're
         | overwhelming using Unreal or they're using their franchise
         | engine that they've built over 1 or 2 decades similar to id
         | Software whose engines used to be the direct Unreal competitor.
         | 
         | As a consumer, I cringe when I run game that is "powered by
         | Unity". They nearly always feature extremely slow loading and
         | sub-optimal framerate on top tier hardware. In contrast, an id
         | or Unreal engine game will run at 4k 60fps while looking
         | beautiful.
         | 
         | On another note, Unity's market has always seemed to be indie
         | and double-a studios. I would expect a recession to cause many
         | who would have "taken a year off to make a game" to change
         | their minds as investments or savings drawdown.
        
           | [deleted]
        
           | spixy wrote:
           | Fun story: once I decompiled some mobile game written in
           | Python I think and they shown Unity logo on loading screen
        
           | cheriot wrote:
           | The "powered by Unity" is only required by less expensive
           | Unity subscriptions so it's boarder line anti-branding.
           | People think Unity sucks because only low budget games
           | advertise that they're made with Unity.
        
             | terafo wrote:
             | It is not limited to games that use free versions of the
             | engine. I can't think of a unity game aside from the couple
             | of mostly 2d games like Ori and Cuphead that weren't
             | crappy.
        
               | cheriot wrote:
               | Crappy is a matter of taste, but there's Unity games with
               | fans: https://www.reddit.com/r/gamedev/comments/shx6ku/en
               | gines_use...
        
           | jbluepolarbear wrote:
           | A lot of studios are starting to pick up Unity. It's not that
           | Unity can't make AAA games, it's that most of the workforce
           | is used to C++ and Unreal style engines. Most A and AA games
           | are being made with Unity nowadays. Unity started getting
           | popular in mobile dev where it's still king and now those
           | devs are slowly moving on to bigger better games.
        
           | golergka wrote:
           | > On another note, Unity's market has always seemed to be
           | indie and double-a studios.
           | 
           | That's part of Unity's market, but it's bread and butter are
           | mobile free-to-play games.
        
           | noahmasur wrote:
           | They may not qualify as AAA, but Hearthstone, League of
           | Legends: Wild Rift, Kerbal Space Program, Cuphead, Gwent,
           | Genshin Impact, ReCore, Ori 1 and 2, Hollow Knight, Fall
           | Guys, Pillars of Eternity, Call of Duty Mobile, Subnautica,
           | Firewatch, and Valheim are pretty big games; some indie hits
           | but many are produced by major studios.
           | 
           | For one thing, I think the "powered by Unity" branding is a
           | problem, because you only see it on games that couldn't
           | afford to actually pay for Unity and therefore have a larger
           | chance of being poorly polished.
        
             | richwater wrote:
             | Half of these games run like absolute trash though.
        
         | 202206241203 wrote:
         | They have made fun about being relieved that XNA had only been
         | a framework rather than an engine. MonoGame
         | http://www.monogame.net might actually outlive Unity in the
         | end. In any case, the Unity founders will be millionaires.
        
           | cinntaile wrote:
           | But Unity isn't just used for games.
        
             | 202206241203 wrote:
             | Sure, there are Excel games too.
        
               | cinntaile wrote:
               | I don't get your point.
        
               | foobiekr wrote:
               | Unity is for games. Without the games market, a company
               | like Unity can't exist. Unreal Engine is used for dataviz
               | and media production projects, but it's business is
               | games.
               | 
               | His point is that if Excel lost the business world, the
               | fact that people do things like write games in Excel will
               | not save it, and he is asking you to understand that the
               | assertion that Unity is used for more than games is
               | roughly analogous, which it is.
        
               | cinntaile wrote:
               | Most of their revenue comes from other activities,
               | another commenter mentioned this:
               | https://news.ycombinator.com/item?id=31932162
               | 
               | My point was that it is comparing an engine to an engine
               | + more. I do agree that the engine is central, but it is
               | much broader than games.
        
               | foobiekr wrote:
               | That isn't what that commenter is saying. What he's
               | saying is that engine licensing isn't the bulk of their
               | revenue, other non-game-revenue-dependent services are.
               | Those services are _game_ services that happen to not be
               | tied, like the license of the engine itself, to the
               | published game revenue.
        
               | cinntaile wrote:
               | That commenter does say that most of their revenue
               | doesn't come from the engine, because that's what the
               | numbers tell you. It's also what I just said, I just
               | summarized it to engine + more.
               | 
               | Please don't claim it's similar to making games using
               | Excel, it really isn't. But it explains why I didn't
               | understand what he meant, so that's something at least.
        
               | foobiekr wrote:
               | You said "unity isn't just for games."
               | 
               | What I am trying to tell you is that the revenue
               | breakdown you are using to justify this statement doesn't
               | actually say that. What it says is that due to unity's
               | pricing model, the bulk of the revenue they are making
               | isn't all engine license revenue (which is both game and
               | non-game), it is other services, almost all of which such
               | as voice chat and asset store are strictly game-related.
               | 
               | In other words, Unity may be more than games, but they
               | are entirely game dependent. It doesn't say that revenue
               | is non-game.
        
               | vopi wrote:
               | I assume the poster is implying that although Unity is
               | used in things outside of gaming, the vast majority of
               | users and development are/is in gaming.
        
           | cableshaft wrote:
           | Monogame is missing a lot of features if you're wanting
           | anything but the basics in 3D (it's still very good for 2D
           | games). I tried hard to use it instead of Unity (for over a
           | year), and only recently switched to Unity because I wanted
           | to add VR support, and forgot just how much easier doing 3D
           | in Unity is compared to Monogame.
           | 
           | Like I was fighting Monogame on model rendering, textures,
           | shaders, cross-platform (never could get a high-res 3D
           | working for the Mac version), anti-aliasing, etc. Everything
           | 3D was being a pain in the ass to get working, and my
           | progress was very slow.
           | 
           | After one day of porting my assets over to Unity, doing some
           | tweaks in the editor, and importing a few assets from the
           | Unity store, and my game already looked better than it ever
           | looked in Monogame (still working on porting the rest of the
           | game).
           | 
           | It should be said that I'm not an expert 3D developer, I'm
           | much stronger in 2D, but have been trying to do more in 3D
           | lately, and that may be part of why I struggled with Monogame
           | in 3D. People who have no issues coding in OpenGL or DirectX
           | directly probably won't have as many issues as I did.
        
         | daniel-cussen wrote:
         | Ultimately software becomes medicine, not human or veterinary
         | medicine, but computer medicine. You have all this code, but
         | you can't read it all and can't check if it's right. Then you
         | end up with tumors in the code (Blas Mena came up with this
         | concept) and they can be benign or malignant, and ought to be
         | contained. Tumors can be 500 lines of C#, ballpark, in a 15000
         | LOC codebase.
         | 
         | Yes LOC, lines of code, is a bad metric--compared by Bill Gates
         | to weight on an airplane--but at the end it is still meaningful
         | to the complexity--mass of an airplane.
         | 
         | So the whole game in software companies is at some point taking
         | Human Growth Hormone and growing fast, and inevitably getting
         | some tumors, but hoping they are benign and contained. Or they
         | can spread and the software dies.
        
         | brianwawok wrote:
         | Counterpoint: Windows works with 30 year old code, and somehow
         | managed to manage their piles of tech debt and still work.
         | Still a huge % of the market.
        
           | ww520 wrote:
           | If you're talking about the Windows OS itself, the OS kernel
           | is very good and has pretty solid foundation. Windows NT was
           | based on VMS which was an excellent cutting-edge OS of the
           | time.
        
             | cmrdporcupine wrote:
             | It's a bit of a stretch to say it was "based on VMS."
             | 
             | Yes the core initial engineers and leadership that started
             | it were ex-DEC engineers.
             | 
             | But if you listen to Dave Cutler's interviews and read
             | about it you can see clearly that some concepts were
             | borrowed but much of the thinking was from scratch. He took
             | the chance of starting a greenfield project to make
             | something far more current.
             | 
             | In particular NT was designed from the ground up to be
             | multiprocessor and multithreading friendly, which is not
             | the case for VMS.
             | 
             | Secondly NT was designed to host multiple OS
             | "personalities", VMS not at all.
             | 
             | Finally NT was designed to be portable between ISAs and
             | they spent years making sure it worked equally well on
             | MIPS, PowerPC, Alpha, x86, and then amd64.
             | 
             | NT the kernel is awesome. I just wish they'd shipped a
             | better userspace from day one.
             | 
             | Imagine if Microsoft had shipped NT with a proper Unix-like
             | shell environment in the 90s and not the crap "command.com"
             | and WinCRT.dll garbage. What a better world we'd live in.
        
           | marcodiego wrote:
           | Because microsoft dominated a market segment with mostly no
           | competition for long enough to make people dependent in a way
           | that users couldn't simply choose an alternative. There are
           | idiosyncrasies in windows usage that users think are normal,
           | but are actually legacy behavior which can't be changed
           | because it could break other peoples tools. This makes
           | windows users not only locked on the platform but also expect
           | those misbehavior if they try to change. Also consider that
           | depending on the hardware, software or services you use,
           | there is NO alternative to windows.
           | 
           | I don't think the same is true for Unity.
        
             | stephc_int13 wrote:
             | Also, yes, the user experience is not that bad, especially
             | these days.
             | 
             | I love using Linux and Unix in general, but the legacy
             | idiosyncrasies there are kind of worse.
        
               | Ekaros wrote:
               | I'm kinda sad that we have really ended up with
               | essentially two operating systems or families of such
               | dominating. Unix/Linux/BSD and Windows... Both with their
               | own issues and historic loads...
               | 
               | I feel that we could do so much better in modern age if
               | some of the things were just let go, but trenches has
               | been dug and nothing will likely happen.
        
               | philistine wrote:
               | Uhhh ... macOS is exactly what you're talking about. It's
               | unafraid to let some things just go. They just said
               | during the State of the Union this week that Obj-C and
               | UIKit were legacy tools, and that the future is Swift and
               | SwiftUI. They said it, and I promise you they will
               | deliver on this. I predict that within a decade Apple
               | will truly deprecate UIKit and AppKit and stop any new
               | app from using it. Microsoft has never been able to do
               | that.
        
               | Ekaros wrote:
               | Isn't it still a Unix derivative? Still have bash or
               | something as cli?
        
               | sleepybrett wrote:
               | Macos still uses the darwin kernel which is a bsd. Still
               | ships 'terminal', default shell these days is zsh.
        
               | Apocryphon wrote:
               | They will try, but a decade is far too brief for that to
               | happen. Swift was introduced eight years ago and there
               | are still plenty of apps, especially ones belong to large
               | corporations, that contain Objective-C legacy code.
               | Including Apple's own apps. Maybe once SwiftUI gets its
               | Swift 5 moment when there's a release that's stable
               | enough going forward.
        
               | stephc_int13 wrote:
               | Ouch, I was not aware of that.
               | 
               | Deprecating Obj-C will probably also deprecate support
               | for C/C++ support.
               | 
               | I never used Proprietary Apple tech stack, when I made
               | games for iOS it was C/C++/OpenGL and these days Vulkan
               | with MoltenVK
               | 
               | If they deprecate native code, they are going to lose a
               | lot of devs.
               | 
               | Never going to touch Swift with a ten feet pole.
        
               | galad87 wrote:
               | Nothing is deprecated, they just recommend Swift and
               | SwiftUI for new apps. And while they could deprecate
               | UIKit in ten years or more, C and C++ won't be deprecated
               | any time soon, they just starting working on Swift and
               | C++ bridge too.
        
           | CoolGuySteve wrote:
           | Windows NT learned from DOS, Win 3.1, and Windows 95 though.
           | They had 4 generations or so before they made an operating
           | system that was stable and maintainable.
        
             | cmrdporcupine wrote:
             | Windows NT was in development before 95 and Windows 3.1
             | became successful _while_ NT was actively under
             | development.
             | 
             | It did not so much learn from Windows 3.1, TBH, but did
             | learn from OS/2. And from VMS and RSX-11, which Dave Cutler
             | worked on in the past.
             | 
             | The windowing system in the initial NT release did look
             | like Windows 3.1 though.
        
             | coredog64 wrote:
             | Windows NT is the brainchild of Dave Cutler. Cutler was one
             | of the tech leads on VMS. He was only hired away from
             | Digital when they shitcanned his "Project Rainbow" follow
             | up to VMS.
        
           | jjoonathan wrote:
           | > still work
           | 
           | Yeah, by only ever adding new layers of crust and never
           | actually changing the Old Code, at least if the GUI is
           | anything to go by.
        
           | mattarm wrote:
           | > Windows works with 30 year old code, and somehow managed
           | [...]
           | 
           | I don't think Microsoft has any particularly secret sauce
           | here, they just have a good reason to keep it going and the
           | money to do so. Many other cases the money just isn't there.
           | 
           | And don't under estimate the herculean efforts Microsoft goes
           | through, or eat least used to go through, to keep old
           | programs running. It goes far beyond what I would have ever
           | imagined had I not talked to some of the people involved with
           | it. We're talking having the OS detect specific versions of
           | specific programs (e.g. old versions of Quicken) and hot
           | patching specific APIs with bug-compatible behavior so they
           | don't break with an OS upgrade. Microsoft definitely takes
           | backward compatibility seriously.
        
           | kerng wrote:
           | That would be true if Microsoft would have stayed with DOS as
           | foundation.
           | 
           | But they knew the shaky foundation and built NT which is a
           | very good and that decision is probably the main reason
           | Windows is still around.
        
             | wvenable wrote:
             | They were also smart enough to parallel development with
             | Windows 95/98 -- creating two mostly compatible operating
             | systems for different segments until the need for backwards
             | compatibility and the power of the hardware made it
             | possible to obsolete the DOS line.
        
           | stephc_int13 wrote:
           | Have you ever looked at the source code of the NT kernel?
           | (there have been a few leaks over the years)
           | 
           | Windows is indeed full of old and new crust, but the
           | foundations are actually not bad, NT is a pretty good kernel
           | if you ask me.
           | 
           | The quality of Microsoft engineering is often underestimated,
           | mostly because it is all over the place, different teams, a
           | huge amount of technical debt, but in my opinion some key
           | pillars have been built well enough and maintained, and they
           | also managed to deal with the crust and survive without
           | falling into the classic trap of the second system syndrome.
        
             | unsui wrote:
             | Related HN link on Dave Cutler and his work on creating NT.
             | https://news.ycombinator.com/item?id=18977868
             | 
             | Just ordered a copy of the book "Showstopper"
        
               | swivelmaster wrote:
               | It's a great book!
        
       | Dangeranger wrote:
       | These sorts of sterile PR responses ...
       | 
       | > "As part of a continued planning process where we regularly
       | assess our resourcing levels against our company priorities, we
       | decided to realign some of our resources to better drive focus
       | and support our long-term growth. This resulted in some hard
       | decisions that impacted approximately 4% of all Unity workforce.
       | We are grateful for the contributions of those leaving Unity and
       | we are supporting them through this difficult transition."
       | 
       | ... are dehumanizing, and serve only as a legal smoke screen.
       | 
       | I really wish that layoff announcements acknowledged the pain of
       | those people let go, and the pain of those people who will remain
       | who have to take up the slack under a tighter fiscal belt.
       | 
       | This best expressed by George Carlin's quote on "soft
       | language"[0], which stated; "Americans have trouble facing the
       | truth, So they invent a kind of a soft language to protect
       | themselves from it"
       | 
       | Pretending it doesn't hurt doesn't help. Let go of the
       | euphemisms.
       | 
       | [0] https://www.thoughtco.com/soft-language-euphemism-1692111
        
         | mym1990 wrote:
         | You would have lawsuits on your desk before the first layoffs
         | even left the building. I remember a lawyer or someone told me
         | 'if you ever get into an accident, don't even say sorry'. There
         | are people who will truly be hurt, and an apology would do a
         | great deal of good for them, but there are also people who will
         | seek any opportunity to pull you through the mud as soon as you
         | give them an admission of guilt.
         | 
         | Again, whether it is right or wrong is a different discussion
         | from the fact that it is the current state of legal things, and
         | incentives are high for all kinds of foul play.
        
         | awillen wrote:
         | Is less euphemistic language somehow better? If they said, "The
         | economy is in bad shape, so we've decided we need to be
         | spending less money right now. One way we're going to do that
         | is by laying people off. We're sorry, but we're a corporation
         | and we have to make prudent business decisions even if they
         | cause some people to suffer." would that make anybody who got
         | laid off feel better?
        
           | marcosdumay wrote:
           | Probably, and probably not enough to matter.
           | 
           | What would really help is that the previous statement were in
           | the form of "by policy, we _never_ discuss the possibility of
           | a layoff " instead of having a policy of lying while you
           | prepare it.
        
           | UmYeahNo wrote:
           | Better? probably. Being honest with people is usually better.
           | 
           | But this is a good time to remind everyone that you owe zero
           | -- ZERO -- loyalty to a company. Be just as ruthless to them
           | as they are to you.
           | 
           | As an employee know that the company that employs you does
           | not have your best interest in mind. They will dump you as
           | soon as the asymmetry between what you provide to them vs.
           | what they provide to you is no longer in their favor. I mean,
           | it has to be that way, but you need to keep your eyes open to
           | it.
           | 
           | This is a very cynical view, but ultimately, the company
           | couldn't care less about you. You are disposable, and will be
           | disposed-of at the first opportunity it's called for.
           | 
           | Remember that asymmetry can go the other way too. The very
           | moment they are no longer providing high-value to you as an
           | employer you can (and should) start searching for something
           | better, where the asymmetry is more in your favor. You can
           | ditch them just as quickly and easily as they ditch you.
        
             | rot13xor wrote:
             | It's a good view to have. HR stands for human resources.
             | The company views you the same way as a EC2 instance. They
             | make layoff decisions the same way they spin down servers
             | if their AWS bill gets too high.
        
             | Invictus0 wrote:
             | It's not cynical, it's business. The dishonesty _always_
             | flows from corporation to employee.
        
             | laserlight wrote:
             | I'm surprised by how and why people believe company
             | statements claiming that there won't be layoffs. Nothing
             | can be a matter of belief in business. The company can
             | either commit to a penalty in case there are layoffs or the
             | statement effectively doesn't exist.
        
           | jackmott42 wrote:
           | Plain language like that would be fantastically refreshing
           | yes.
        
             | ElevenLathe wrote:
             | Human beings understand this, which is why any manager with
             | half a heart will translate to the plain language version
             | instinctively after they're done reading the HR-prescribed
             | spiel.
             | 
             | HR is a profession whose purpose is to turn the process of
             | hiring and employing human labor into a pantomime of
             | financing and procuring capital goods or raw materials.
             | Since their business is treating people like anything but
             | people ("resources", contracts, "headcount", "cycles",
             | etc.), this often slips their mind.
        
           | athenot wrote:
           | It's possible. I've been in a Fortune 100 company that did
           | this. They explained the timeline too, with a deadline to
           | accept a voluntary leave package, then a later date where
           | those staying could be affected by layoffs.
           | 
           | Being a large company, they were able to plan it in such a
           | way as to encourage those close to retirement to leave, those
           | who wanted to jump to go ahead and leave, and minimize the
           | brain drain. They weren't running on a razor thin runway
           | where ever day was bleading cash.
           | 
           | Because one of the downsides of surprize layoff
           | announcements, is that while many execs think they are just
           | removing the lowest performing tier, what actually happens is
           | the top performers who do have options see the writing on the
           | wall and go ahead and jump elsewhere. Cost-cutting achieved
           | but teams lobotomized and further decline ensues.
        
         | mrtksn wrote:
         | It's a high level domain specific language, just precise enough
         | to explain what's happening and why it's happening on high
         | level. A bit like the way doctors speak to each other in formal
         | settings, if you wish.
         | 
         | The good wishes and sincere dialogs are better held on personal
         | level, i.e. the managers can have it with their subordinates in
         | private.
        
         | ALotOfBees wrote:
         | Acknowledging pain caused by the company's actions could be
         | seen as admitting to directly causing psychological distress.
         | IANAL but I'm sure these company's legal departments want to
         | white-wash the messaging as much as possible.
        
       | yrgulation wrote:
       | The unity asset store is a total mess. Unity itself crashes
       | often. And for anything more than a basic game you have to fight
       | the engine. Somehow i saw this coming.
        
         | meesterdude wrote:
         | To be fair, I'm on the Beta builds and while sometimes there
         | are crashes, it's often fixed in the next beta release. And
         | maybe i am just building something basic, but I've never had to
         | fight the engine. And the asset store has provided me a lot of
         | great resources.
        
       | topitguy wrote:
        
       | wly_cdgr wrote:
       | They should have added support for C++ scripting a long time ago,
       | while maintaining equal support for C#. Many if not most of their
       | troubles stem from their failure to do this. It's ok to be the
       | poor man's Unreal if you provide a platform for your users to
       | gain experience with the language used at the top end of the
       | industry. Putting them in a .NET second class citizen ghetto
       | instead might help lock users in in the short term, but erodes
       | your appeal over time as people see that focusing on Unity limits
       | you to working in the low and mid tiers of the industry
        
         | bluescrn wrote:
         | How many Unity projects are really bottlenecked by C# scripting
         | performance in ways that couldn't be solved by sticking to
         | well-known best practices, or using the Job System, or in some
         | cases maybe compute shaders?
         | 
         | IMHO, the last thing that Unity needs right now is a new
         | scripting language option and more fragmentation.
         | 
         | What they really need is _fewer_ options. Right now there 's 3
         | render pipelines, 3 UI systems, 3 physics engines, 2 input
         | systems, and so on - competing for resources/attention. They've
         | tried to replace so many systems but never quite made it to the
         | point where they can actually remove the 'legacy' versions of
         | the system, for various reasons.
        
       | tedivm wrote:
       | >Unity CEO John Riccitiello told employees two weeks ago that it
       | was on solid financial footing and would not be resorting to
       | layoffs.
       | 
       | I know CEOs have to tow the party line to a certain extent, but
       | I've always wondered if they just don't care about their own
       | reputation. If I was an employee of his I'd have to assume he's
       | either incompetent or dishonest.
        
         | axg11 wrote:
         | Every layoff I've witnessed first or second-hand was preceded
         | by the same promise within <2 months from the layoff. I've come
         | to the conclusion it's a necessary evil. These questions are
         | only asked of leaders at companies on a shaky footing. As a
         | CEO, your only option is to deny there will be layoffs. Any
         | other statement will cause panic.
        
           | foobiekr wrote:
           | Most of the time, official denials like this are official
           | confirmations. You just have to parse the actual statement.
           | 
           | Recently, the CEO of a giant and old tech company, got into a
           | meeting with all of his manager and above employees and very,
           | very carefully said "no layoff is planned." Of course not:
           | planned means they have finished.
        
             | endemic wrote:
             | Exactly. At the point where the question is being asked,
             | you already know the answer.
        
           | rightbyte wrote:
           | > As a CEO, your only option is to deny there will be
           | layoffs. Any other statement will cause panic.
           | 
           | Really? Where unions are strong layoffs can be negotiated for
           | months. There is no panic.
        
           | luma wrote:
           | > I've come to the conclusion it's a necessary evil.
           | 
           | You can drop the word "necessary" from that statement. We're
           | just saying that CEOs, by the nature of their job, are not to
           | be trusted with anything that might come between the
           | shareholders and the money they think they are due.
           | 
           | Let's not say that the poor CEOs are in an untenable
           | position, rather, the sort of person who is comfortable with
           | choosing an investor's bank account over an employee's family
           | is also the sort of person who is likely to be chosen to be
           | CEO.
        
             | xeromal wrote:
             | This analogy is a bit of a stretch I know, but I think
             | they're compatible. A leader's job in war and in a company
             | is to ensure the morale of their soldiers. You may be in a
             | losing situation, but if you're honest, you're guaranteed
             | to lose. If people think there's still a fighting chance,
             | the company may yet succeed.
             | 
             | Of course, there are better ways than outright saying no,
             | but complete honesty is not the solution always.
        
             | tyrfing wrote:
             | > choosing an investor's bank account over an employee's
             | family
             | 
             | Unity, along with most of the tech industry, loses
             | incredible amounts of money, and salaries are typically
             | their biggest expense. Those losses (salaries) are paid out
             | of investor bank accounts, which the company cannot
             | control. Thus those employees are highly exposed to
             | liquidity pullbacks like now, since employing them was
             | never profitable.
             | 
             | Unity plans to cut 100 million in expenses this year, and
             | hopes to stop losing money next year.
        
             | mason55 wrote:
             | > _the sort of person who is comfortable with choosing an
             | investor 's bank account over an employee's family is also
             | the sort of person who is likely to be chosen to be CEO._
             | 
             | A hard part about being a leader is doing what's best for
             | the highest number of people. If you're short on runway and
             | the investors tell you that you either lay people off or
             | you're not getting funded, it's not about choosing
             | investors over employees, it's about saving as many
             | employees as you can.
             | 
             | In the current climate this is exactly what investors are
             | saying.
             | 
             | Ben Horowitz has some good stories about this in _The Hard
             | Thing About Hard Things_
        
         | MattGaiser wrote:
         | A lot of it is wordplay. They want to give the impression that
         | they didn't need to do the layoff, as they do have money, but
         | it was the prudent thing to do.
        
         | gernb wrote:
         | I don't know Riccitiello but honeslty I've done this myself
         | (not a CEO). Bascially I beleive I (we) can do something and
         | stated so and within 2 weeks my info / situation changed and I
         | we can no longer do that something.
         | 
         | To put it another way, the CEO or founder is often the most
         | optimistic person. Imagine a single founder, they want to
         | believe they'll pull through, get that funding, find the
         | customers, whatever it is that keeps things going up. People
         | will claim a CEO has to be different but I personally think
         | it's human nature for most people to hope/wish/desire/see the
         | best outcome.
         | 
         | Unless there is some smoking gun email that says "I'm going to
         | tell them we'll be fine but actually I'm going to layoff a
         | bunch in 2 weeks", my gut says the CEO beleived what he said
         | when he said it.
        
           | tedivm wrote:
           | This is basically just saying that CEOs are allowed to lie
           | because they're also lying to themselves at the same time,
           | but honestly I think that goes back to the incompetence
           | thing.
           | 
           | Two weeks between "no layoffs, we're doing great!" to "yup,
           | we're laying people off" means that the CEO had to be
           | optimistic to the point of delusion (or incompetent, as I
           | said).
        
             | jjav wrote:
             | > This is basically just saying that CEOs are allowed to
             | lie because they're also lying to themselves at the same
             | time, but honestly I think that goes back to the
             | incompetence thing.
             | 
             | To be fair, there are times when they layoffs are imminent
             | but the CEO keeps optimism up and sometimes the
             | customer/funding does show up and the money doesn't run
             | out. You typically don't hear about these ones (or only
             | years later).
        
         | symlinkk wrote:
         | He's extremely competent at lying to make the company look good
        
         | Cypher wrote:
         | They would've started the rumour themselves about layoffs
         | before dismissing it, then they quietly let them go one by one.
         | 
         | There's an old play book floating somewhere, I think it was
         | aimed at union workers. The reason is plant the seed and soften
         | the shock.
        
         | [deleted]
        
         | draw_down wrote:
        
         | LegitShady wrote:
         | Toe not tow.
        
           | aetherson wrote:
           | There was a line that you put your toe on when the crew lined
           | up on old ships!
        
             | hunter2_ wrote:
             | Participants in races toe the starting line to this day.
             | "Conform" essentially covers all literal and metaphorical
             | usage.
             | 
             | I'm not sure how the CEO is conforming to a "party" in this
             | particular case though.
        
         | afterburner wrote:
         | CEOs act as marketing at the highest level. I have always
         | assumed they would lie about something like this. In fact it's
         | even more common with lower levels of management (because they
         | can't make the call on their own).
        
         | itslennysfault wrote:
         | Several years ago I was working at one of the largest tech
         | companies in the world, and there were rumors of layoffs in our
         | org. We had a huge all hands meeting (over 1000 people in the
         | room), and at the end the VP asked if there were any questions.
         | I straight up asked him if that was happening. Every eye in the
         | room glared at me in surprise. He assured me that was just a
         | rumor and we had nothing to worry about, and "as far as he
         | knew" there were no cuts upcoming. THE NEXT DAY they laid off
         | 100 people. I was not laid off, but I started looking for other
         | work because he lied to my face. About 2 months later I was
         | turning in my badge and was very blunt on my exit questionnaire
         | about the reason.
        
           | apetresc wrote:
           | If it's "one of the largest tech companies in the world", I
           | legitimately don't think 100 people counts as a "layoff",
           | does it? This company must have tens of thousands of
           | employees if it's "one of the largest in the world" and has
           | over 1000 people in a single room during an all-hands.
        
           | MomoXenosaga wrote:
           | It is generally assumed that companies pull this shit. If I
           | get fired the government pays me my salary for a year while
           | I'm looking for another job.
           | 
           | I don't really blame corporations, the moment that they admit
           | weakness is when the hyenas show up.
        
             | mywittyname wrote:
             | > If I get fired the government pays me my salary for a
             | year while I'm looking for another job.
             | 
             | Theoretically. My experience was that getting unemployment
             | benefits as a skilled worker is practically impossible. You
             | have to interview constantly, and there are lots of
             | companies interviewing recently laid off tech workers, and
             | they offer crap salaries knowing that only so many offers
             | can be turned down before your claims are rejected.
        
           | dont__panic wrote:
           | I'm no apologist for overpaid middle management, but... I'm
           | not sure what the best response would actually be to this
           | kind of question. If you answer "yes," but the final layoffs
           | aren't finalized... you initiate widespread panic, because
           | everyone worries that they could get laid off. If you answer
           | "no," you're a dishonest snake. If you know exactly which
           | departments are facing layoffs, you could answer "yes" and
           | just jump the gun to announce they layoffs right at that
           | moment, but... you'll still end up stressing a lot of people
           | out and hurting general productivity.
           | 
           | Not trying to make up excuses for the lying here, but I'm
           | genuinely curious what a VP _should_ do in this position. Lie
           | for the good of the many? Or be truthful to keep a clean
           | conscience?
        
             | acomjean wrote:
             | We had open new all hands meeting and allowed questions for
             | management at my stint at big defense company. People asked
             | pointed questions (why aren't our raises keeping up with
             | inflation? was one I remember. The company doesn't owe us
             | raises was the agitated response). Management looked
             | terrible.
             | 
             | After a couple of those meeting, questions where to but
             | submitted by email in advance.... I left not long after.
        
             | [deleted]
        
             | wowokay wrote:
             | When it happened at my previous company several years ago,
             | the CIO was honest and upfront. We were on our 2nd down
             | tick in retail and he said in the next few months they
             | would be letting contractors go. A few months after that he
             | told us they might be laying off or outsourcing certain
             | departments. A few months after that he told us which areas
             | would be effected and that individuals would know if they
             | are being let go on one of 2 days back to back. Everyone
             | knew if they made it through those days they were safe.
             | Then they gave those employees let go 6 months to offload
             | responsibilities, and helped them find new jobs.
        
               | hodgesrm wrote:
               | That's impressive. It is very hard to communicate this
               | kind of news without getting tangled up in your own
               | emotions.
        
             | fatherzine wrote:
             | Speak the truth. "I can't answer this kind of a question.
             | If I answer 'yes', then there will be undue stress on the
             | people that are not getting laid off. If I answer 'no', but
             | the business requires layoffs, then I will be lying."
        
               | Uehreka wrote:
               | The problem is, it is to the advantage of every manager
               | who is not laying people off to say "Absolutely not".
               | Every employee is aware that managers have this
               | incentive, so anything other than "Absolutely not" is
               | likely to mean "Yes". There is no collective incentive
               | for managers at different companies to all answer "I
               | can't say" in order to give each other plausible
               | deniability.
        
               | fatherzine wrote:
               | Correct. And sometimes the world will literally feed you
               | to the lions for speaking truth. Yet some choose to speak
               | truth anyways.
               | 
               | [No, I don't have that kind of fiber myself, sadly.]
        
               | david422 wrote:
               | If I heard that, I would definitely be thinking "yes".
        
               | fatherzine wrote:
               | Could be. Perhaps the question was asked some time ago,
               | received the same answer, and there were no layoffs.
               | Consistency is paramount.
        
             | cmrdporcupine wrote:
             | The answer is to to be straight up and make it clear that
             | you can't answer that specific question in that instance
             | because of how the real world works... but reassure people
             | that you will be as straightforward and fair as you can be
             | when you _can_ answer.
        
               | TylerE wrote:
               | Anyone with more than two brain cells will see that as a
               | yes.
        
             | throwaway284534 wrote:
             | IMO the fact that the employees anticipated that layoffs
             | were coming and leadership still didn't preemptively quell
             | that sentiment means someone already made a mistake. I'm
             | sympathetic to how difficult it can be to relay unpleasant
             | news, but it's sort of like getting the lifeboats ready
             | before your ship hits the iceberg.
             | 
             | Are MBAs still taught the duties of leadership? Or are they
             | just told to get out with enough cash for their next
             | venture?
        
               | folkhack wrote:
               | > Are MBAs still taught the duties of leadership? Or are
               | they just told to get out with enough cash for their next
               | venture?
               | 
               | Actively taught or not, capitalism specifically optimizes
               | for the latter.
        
               | sklargh wrote:
               | A core tenant of any MBA program is to inculcate a duty
               | to shareholders vs. employees. Your duty of leadership
               | extends as far as it takes to optimize organizational
               | outputs for quarterly goals that move share price up.
        
               | gitfan86 wrote:
               | Employees should take the exact same attitude with their
               | job. Your duty as an employee is to optimize your
               | compensation ( However you define compensation it doesn't
               | have to be just money).
               | 
               | Same thing with honesty. If the employer isn't going to
               | give you advanced notice that you may be fired, you have
               | no obligation to tell them that you are thinking about
               | quitting.
        
               | folkhack wrote:
               | Agree.
               | 
               | At almost every place I've worked there's this super
               | pervasive "family" notion as-if they wouldn't eject you
               | the moment it was in their best interests. I wish we
               | could drop that pretense - it's just dishonest.
        
               | dvtrn wrote:
               | Then drop it. I'm serious. If the company wants to do
               | that whole "we are a family" thing, let them.
               | 
               | While you don't have to be an aggrandizing ass in going
               | about it, you don't have to reciprocate the "family ties"
               | either.
               | 
               | Be the distant uncle, if you have to (this probably works
               | less the higher up the chain you go, however)
        
               | folkhack wrote:
               | This is about to be a ton of _personal_ anecdotes that
               | outline why "then just drop it" isn't always as simple as
               | that.
               | 
               | I often use the "office beers" analogy on here to discuss
               | the prevalent requirement of socializing in the workplace
               | these days. To me, I have no interest in knocking off at
               | 2pm on a Friday to participate in office drinking culture
               | and it's 100% screwed me in the past.
               | 
               | To me, I should be able to just work. I have no
               | obligation to go go-karting, to drink with you, to talk
               | at your toastmasters, to go bar crawl on a RAGBRI bus...
               | whatever it may be. I add value by fulfilling my
               | obligation of labor. Not by "team building." And, with
               | that - I feel that if I achieve my deliverables then I
               | should be able to go home and live my private life.
               | Simple.
               | 
               | > Be the distant uncle, if you have to (this probably
               | works less the higher up the chain you go, however)
               | 
               | You are 100% correct - the higher up you want to get the
               | more you have to socialize and pander to the corporate
               | "family." I've found this to be ubiquitous across
               | employers to the point that I prefer more
               | contract/smaller-shop work where it is not as prevalent.
               | 
               | Also, I want to note by being the distant uncle you are
               | often hurting yourself for advancement. You have to go
               | buddy-buddy with folks to get on their radar, and in a
               | sizable team on the west coast there's a good chance one
               | of your colleagues is doing just that with your
               | management. Regardless of output - it's oft the person
               | who has socialized/marketed more that will get the
               | advancement.
               | 
               | Sorry - but in my _personal experience_ it is very much
               | not as simple as "just drop it" in regards to that family
               | pretense. If you even remotely want to "climb the ladder"
               | you must participate at some level...
        
               | dvtrn wrote:
               | _Also, I want to note by being the distant uncle you are
               | often hurting yourself for advancement._
               | 
               | If you don't mind trafficking one personal anecdote for
               | another, I've heard this since I entered the corporate
               | workforce at 19 (got a wee bit lucky there), and in my
               | mid-to-late 30's, I've been _demonstrably_ more
               | protective and distant of the boundaries between work and
               | self
               | 
               | the result in the last six years has been making more
               | money and adding the word "Principal" to my job title.
               | 
               | These are mere anecdotes, I think we've found common
               | ground admitting that much, but I don't think I buy into
               | many of the notions that continue getting harped on about
               | what will and wont "hurt" my career advancement anymore;
               | as most of them have just been means of corralling
               | behavior and only brought me burnout and stress.
        
             | MisterBastahrd wrote:
             | So your idea is that if you're a VP and your choices are to
             | tell everyone the truth or lie to everyone, you'd rather
             | lie to save yourself a single day of uncertainty.
             | 
             | Meanwhile, the people you're about to lay off are
             | definitely getting laid off anyway, and the people you're
             | keeping now have zero reason to trust you or your
             | leadership. And your rationalization for this is you're
             | doing it for the "good of the many."
             | 
             | This has nothing to do with "a clean conscience." This has
             | to do with whether your employees feel that you're being
             | honest with them. Even the career-focused snakes don't want
             | to work for a boss who lie when asked a direct question.
        
               | llaolleh wrote:
               | This. The correct answer is yes we're really sorry there
               | will be layoffs.
               | 
               | If there is one thing I've learned in life is that once
               | you've betrayed someone's trust it can never be regained
               | to the original state.
        
               | bombcar wrote:
               | "We believe we are in a stable situation, but depending
               | on how the market performs or our sales projections
               | (insert whatever here) we may be forced to limit
               | additional hiring or even let some employees go. If we
               | get to that point, you'll be the first to know as
               | security drags you screaming from your desk."
               | 
               | (Probably not the last point, but a decent joke might
               | actually work, or, better yet have a "layoff emergency
               | warchest" so that everyone knows if they DO get laid off
               | they'll get X months severances, or whatever.)
        
             | shagie wrote:
             | You have the all hands on the day after the layoff rather
             | than the day before the layoff so that the question, if it
             | is asked, is asked in private rather than in public.
        
             | dvtrn wrote:
             | Who else read that story and is finding themselves having
             | trouble figuring out what should have been done between
             | "lie" and "don't lie"?
             | 
             | Just curious.
        
               | bombcar wrote:
               | I think by the time you get to that point, you have no
               | good options.
               | 
               | However, if the status of the company is more adequately
               | described to the employees over time, you can "boil the
               | frog" as it were, and never have to actually lie but
               | still admit that layoffs may be coming if X or Y doesn't
               | happen.
               | 
               | I bet it's much MORE common for the lie to happen in pre-
               | public stages, where they're still trying to "sell" the
               | company as perfectly sized and poised to grow to
               | investors, VCs, etc.
        
               | thrwyoilarticle wrote:
               | Give a non-answer explaining that you need to keep all
               | options on the table at all times.
               | 
               | Or
               | 
               | Don't have all-hands meetings with open, unknown
               | questions where you are forced to decide between lying to
               | your staff or terrifying your staff.
        
           | tomc1985 wrote:
           | I have learned the hard way that CEOs are some of the most
           | dishonest people on the planet, right up there next to
           | salespeople.
        
             | sgtnoodle wrote:
             | Just to provide a counterpoint, my personal experiences
             | with the CEO of my company have been consistently positive.
             | I consider him worthy of my trust, and I am a naturally
             | skeptical person. The company has grown to hundreds of
             | employees, but he's still approachable and direct as ever.
             | 
             | It puts a smile on my face when upper management squats in
             | a conference room I need for a scheduled interview, and I
             | can tell the candidate they just booted the CEO and
             | director of engineering.
        
               | tomc1985 wrote:
               | I've met a few, and they are a rare treasure, but in
               | nearly every case my time with them is limited as
               | something _always_ happens that sees them gone. Whether
               | it 's retirement, getting ousted by the board, selling
               | the company, or death (by cancer), it seems like whoever
               | is brought in afterwards is always worse.
               | 
               | It really seems like wherever I get hired, the situation
               | always changes dramatically after 1-2 years and the
               | workplace goes downhill. My work life is like a
               | continuous series of bait-and-switches. It is really,
               | really tiresome.
               | 
               | Here is to hoping that self-employment is not so
               | dramatic.
        
           | eikenberry wrote:
           | I've been at 2 smaller companies when layoffs were on the
           | table. One handled it great, one like crap.
           | 
           | Company #1 had a meeting and just plain out said it.. "we
           | need to cut 20% of the payroll budget. So we need to decide
           | between 20% layoffs and 20% pay cuts." We took the latter
           | option as we liked our team and the company recovered in a
           | couple years.
           | 
           | Company #2 did the traditional "everything is fine" even
           | though everyone knew it was bullshit and no one was surprised
           | when they announced the layoffs. Most of the people already
           | had started looking along with a lot of other people. They
           | laid off around 25% but due the the way they handled it they
           | suffered around 50% attrition.
        
           | cosmodisk wrote:
           | I've been in quite a few situations over the last three years
           | where you want scream that shit is about to hit the fan
           | because you have access to privileged info, but you can't. I
           | did have to avoid a lot of conversation or point blank say I
           | don't know. Not trying to excuse the CEO,but often it's a bit
           | more complicated than yes or no.
        
         | JieJie wrote:
         | I was working at Wizards of the Coast in the '90s (pre-Hasbro),
         | right after we moved to a huge and expensive building. They
         | laid off a ton of staff that winter to cut costs.
         | 
         | Just completely senseless.
        
           | madamelic wrote:
           | I genuinely think there is like "Curse of the New Office".
           | 
           | Nearly every place I've been ends up either having layoffs or
           | collapsing entirely 6 - 12 months after moving into a bigger
           | office.
        
         | hysan wrote:
         | CEO of my current company pitched partnering with a consultancy
         | to fill our resource needs (can't hire anyone). During an org
         | wide meeting, he promised that this wasn't going to result in
         | layoffs. That we needed to work with them so that they could
         | help. Thus ensued 6 weeks of helping them learn our systems and
         | business processes in a process, that in hindsight, felt like
         | knowledge transferring. After that, a bunch of people were laid
         | off without warning and the CEO has still yet to address the
         | org directly.
         | 
         | I have yet to figure out my takeaway from this experience, but
         | it makes me wonder if I prefer incompetence or dishonesty.
        
           | mywittyname wrote:
           | Coming out and saying there won't be any layoffs is code for,
           | there's going to be layoffs.
        
           | bombcar wrote:
           | Dishonesty you can work around, incompetence is like
           | insanity; you can't plan for it.
           | 
           | And above is literally the plot of Office Space.
        
             | hef19898 wrote:
             | Unfortunately you are right, dishonesty is something you
             | can account for. I'll dishonest over incompetent any day of
             | the week. At least dishonest bears less risk of running an
             | org into the ground than incompetent. if it is both, run as
             | fast as possible.
        
         | TheRealDunkirk wrote:
         | A long time ago, in my Fortune 250, there were rumors flying
         | about a merger with another company. So much so, that the CEO
         | issued a company-wide email that, no, they "were not
         | entertaining any credible offers at the time." I thought that
         | was a weasely way of saying "no," but I was more naive then,
         | and believed him. A month later, they announced that were
         | "merging" with another Fortune 250.
         | 
         | That company sold our company off, piece by piece, in a classic
         | raid to prop up their failing business, and then divested the
         | last, biggest piece as private equity. Our CEO was promised the
         | merged CEO position within 2 years. They pulled the ripcord on
         | his golden parachute 1 year into it. He got $19M for the
         | selling out the company, and $15M more for f*cking off, and
         | THEN had the audacity to walk into the old HQ and cry about it.
         | 
         | His bio at IU's "notable alumni" says he "retired." Screw him.
         | It was a great company to have worked for, which had lasted
         | over 100 years, and it was gone in 3 years. It's been 20 years
         | now, and I'm still mad about it. He says he regrets it (https:/
         | /web.archive.org/web/20150726032123/https://www.ibj.c...), but
         | when a board throws tens or hundreds of millions at someone,
         | they usually take the deal, and act accordingly.
        
           | mandeepj wrote:
           | > but when a board throws tens or hundreds of millions at
           | someone, they usually take the deal, and act accordingly.
           | 
           | Board also has to act in favor of what's better financially
           | for the company. If that CEO did not have agree for merger,
           | they'd have fired him. At least, he'd have dignity if he
           | choose that and your respect as well, but that does not have
           | paid his bills. I'm not sidelining with anyone.
        
             | citizenkeen wrote:
             | But they didn't have to lie about it.
        
               | [deleted]
        
               | bink wrote:
               | They're in a pretty tough position if they're negotiating
               | a merger/purchase. Don't those talks usually include an
               | agreement not to disclose them? Something about not
               | wanting it to be used to solicit competing offers?
               | 
               | If they're in the middle of talks and someone blabs and
               | an employee asks about it, they effectively either have
               | to blow up the deal, lie, or say "I can't talk about it"
               | (which would be seen as a yes anyways).
        
               | Zobat wrote:
               | There's every possibility that they had to lie about it.
               | 
               | The rules are strict about how and when you can release
               | information that can or will affect the value (or
               | valuation) of the company. You being told "in advance"
               | that a company will be letting people go gives you
               | "inside information" and the opportunity to buy or sell
               | your shares before everybody else knows about it.
               | 
               | So while it seems unethical to lie to your face telling
               | the truth might be illegal.
        
               | HFguy wrote:
               | They are not legally obligated to lie. They are legally
               | obligated to not say certain things. Which is different.
               | 
               | So, they should just say, that, as always, it is a
               | possibility. Which is both true and doesn't provide info
               | they shouldn't.
        
               | jcelerier wrote:
               | > So, they should just say, that, as always, it is a
               | possibility. Which is both true and doesn't provide info
               | they shouldn't.
               | 
               | Is there anyone on earth who would not interpret "it is a
               | possibility" as "pack your bags" ?
        
               | handoflixue wrote:
               | "We're legally obliged not to talk about that topic"
               | seems pretty safe, especially if you use it consistently.
               | The more it gets used, the less people can infer anything
               | useful from it, so it's also a valuable norm to
               | encourage.
        
         | foobiekr wrote:
         | The incompetence was well on display anyway with their
         | acquisition binge.
         | 
         | Now that reality is coming back into vogue, a lot more
         | companies than Unity are going to be realizing that revenue,
         | unit economics and profitability actually matter, and most of
         | the high flyers of the last ten years are poorly structured for
         | it.
        
         | munificent wrote:
         | I think people like Riccitiello are perfectly happy with a
         | reputation that is "Will say whatever bullshit to employees as
         | needed by the situation but is able to generate revenue for the
         | company."
         | 
         | No one ever fired a CEO for lying. They get fired when the
         | stock price goes down.
        
         | cptcobalt wrote:
         | John Riccitiello, in his tenure as President and COO of EA,
         | already had a significant negative reputation among gamers
         | following the games business world...
        
         | meesles wrote:
         | I think the repercussions are just so small that it makes sense
         | to act like this.
         | 
         | As an employee, your opinion of the CEO bears little. We've
         | read on HN the few stories of only the most-qualified people
         | being able to cause a stir in high-profile companies when they
         | don't want to work for someone. That's not most of us.
         | 
         | On the flipside for the CEO, the board is happy with how they
         | kept employees happy until the layoffs and then cut costs.
         | Shareholders are happy that costs were cut. Other execs are
         | happy that the CEO took the heat. In that CEO's circle, they
         | did a good job and will be hired again to do the same.
        
         | Taylor_OD wrote:
         | Yeah what does NOT lying get them? Almost nothing. Laid off
         | folks would still be upset about being laid off. If they lie
         | they get a few more weeks of work from these employees.
         | 
         | It sucks but I wouldnt hold my breath on this ever changing. If
         | things don't look good at your company interview elsewhere.
         | Dont trust leadership because they will say what they have to
         | to keep the business going, not to keep you employed.
        
           | foobarian wrote:
           | Add to that that they probably already had a finalized list.
           | And not lying would probably cause a panic that might cause
           | many people not on the list to leave. It's just very
           | disruptive to an established plan.
        
       | tyleo wrote:
       | I wonder if we will see a Unity acquisition by one of the big
       | tech companies soon. Microsoft in particular would have an
       | interest given: 1. Their huge gaming org 2. They made C#
        
         | chunkyguy wrote:
         | I would guess Apple, given how much money they're making off
         | Unity casual games
         | 
         | https://web.archive.org/web/20220609074757/https://www.visua...
        
           | suby wrote:
           | Apple will never buy Unity. They do not care about video
           | games.
        
         | astlouis44 wrote:
         | Been thinking this as well. At this point, it will either be
         | Meta, Apple, or Google.
        
       | MrYellowP wrote:
       | I hope people are aware that the layoffs reported in news/media
       | are just the tip of the iceberg. All the layoffs aren't
       | exceptions, they're the current norm.
       | 
       | In case you're unaware, the world is currently going through the
       | early stage of a _global economic meltdown_ , which is why
       | there's so many layoffs happening right now.
        
         | mschuster91 wrote:
         | I would not be so truly pessimistic.
         | 
         | The current issues are mostly short-term issues (Chinese
         | lockdowns disrupting delivery chains and the Russian invasion
         | of Ukraine plus sanctions driving up gas and oil prices), and
         | the currently reported layoffs tend to be startups that are
         | trying to cut burn rates now that the flow of extremely cheap
         | VC is drying up.
        
           | markus_zhang wrote:
           | The Russian invasion is the tip of the iceberg. I regard it
           | as the frist (large) crack of post cold war world order and
           | plainly the United States, who built that order, either
           | doesn't care of its fall or even wants to cut it down.
        
           | yonaguska wrote:
           | I'm sorry but the Russia invasion of Ukraine and related
           | sanctions aren't what have been driving inflation or gas
           | price hikes, at least in the US. It's poor domestic policies
           | being blame shifted to Putin. We're finally feeling the
           | inflation from global lockdowns and gas prices have been
           | steadily increasing since 2020, before Putin's invasion.
           | 
           | These issues are not going to be short term either, as the
           | current administration is celebrating the increased prices as
           | a means of accelerating a transition to green energy, all
           | while having no plan to really implement more green energy
           | via increased nuclear capacity.
           | 
           | So we have an administration that is unwilling to increase
           | gas production and can't get an audience with OPEC to
           | increase imports.
           | 
           | Just be ready for the shock this fall when meat prices
           | skyrocket. As Union Pacific has been restricting fertilizer
           | shipments specifically during the critical planting season,
           | and farming is highly dependent on Diesel usage. But at least
           | we're subsidizing more ethanol in our gas...a less efficient
           | fuel source than.. actual gas.
           | 
           | In summation, my pessimism is off the charts. What we are
           | going to see is going to destroy large parts of the middle
           | class, poor people, especially children in America(doubly so
           | for less wealthy countries that depend on America's economy)
           | will starve, and any tech industries targeting middle class
           | consumers are going to shrink. I sincerely hope I'm wrong,
           | and I welcome any perspectives that alleviate this pessimism.
           | 
           | https://www.freightwaves.com/news/fertilizer-maker-faults-
           | un...
           | 
           | "[When] it comes to the gas prices, we're going through an
           | incredible transition that is taking place that, God willing,
           | when it's over, we'll be stronger and the world will be
           | stronger and less reliant on fossil fuels when this is over,"
           | Biden said during a press conference in Japan following his
           | meeting with Prime Minister Fumio Kishida.
        
             | gamblor956 wrote:
             | If you stopped reading doom and gloom websites (or Fox
             | News) you would know that OPEC is _unwilling_ to increase
             | production because they like high gas prices and want to
             | maximize their oil income while they still can while the
             | West shifts to EVs.
             | 
             | It's a self-perpetuating cycle: the high prices drive
             | increased demand for EV alternatives, which leads to higher
             | gas prices so that OPEC members can maintain their
             | revenues.
             | 
             | Also, we could double our oil extraction each year and that
             | wouldn't make a meaningful dent in gas prices, and it might
             | even increase prices even more, because domestic oil is
             | expensive to extract in the U.S.; the cheap and easy fields
             | were tapped out decades ago. Indeed, part of the oil crash
             | a few years ago was the result of OPEC increasing
             | production, which lowered oil prices below the point it was
             | profitable to extract from most U.S. and Canadian sources.
        
             | kwertyoowiyop wrote:
             | For a different perspective, stop reading the "doom and
             | gloom" web sites and go outside. Or maybe just read their
             | stories from five years ago, predicting crises that never
             | happened. The world isn't going to end. Things will turn
             | out alright.
        
               | yonaguska wrote:
               | Maybe I'm just scarred by the fact that I grew up poor
               | when the 2008 crisis hit. So for many people, it might
               | have just been a hiccup, a budget cut here or there. For
               | me, it meant not eating every day.
               | 
               | This is already a reality for many Americans. So it might
               | turn out alright for you...but it will not turn out
               | alright for many many other people.
        
               | mschuster91 wrote:
               | I do get their point re/ tax base though.
               | 
               | There is a _ton_ of stuff to do: decades of deferred
               | maintenance, resilience to climate change in existing
               | infrastructure, building out new climate friendly
               | infrastructure, prepare society for the inevitable job
               | losses due to automation (e.g. trucking, warehouse
               | jobs)... all of that will cost a lot of money over the
               | next decades, the current administration doesn 't have
               | the political majority necessary to raise taxes, and it
               | is _highly_ likely that the Republicans and with them
               | their constant  "defund the big state" destructionism
               | against public institutions will be in the political
               | majority by end of this year and in Presidency in two
               | years.
               | 
               | The result will _not_ be nice.
        
               | kwertyoowiyop wrote:
               | There will certainly be big problems to deal with, and
               | terrible events. I grew up in the 1970s with headlines
               | dominated by wars in the Middle East and many other
               | places, terrorism, inflation, the threat of nuclear war,
               | apocalyptic cults, 'malaise' and cynicism, pollution,
               | violent crime, political corruption...and basically
               | everything you mentioned too. With all that, things
               | worked out OK.
        
               | yonaguska wrote:
               | I do appreciate hearing that. My parents aren't as
               | worried as I am either, but they've also turned their
               | backyard into a very large garden just in case. They also
               | lean heavily on religion as a means of assurance, which I
               | find less comforting.
        
               | mschuster91 wrote:
               | > With all that, things worked out OK.
               | 
               | Yes they did, because _politicians did their jobs_. CFCs
               | and lead were banned, pollution was beginning to be
               | regulated by the EPA and European counterparts, there
               | were a number of de-armament agreements worldwide, and
               | actions were taken to combat crime and corruption.
               | 
               | Additionally, just look at the aftermath of neoliberalism
               | and privatization waves of the 90s or the 2008ff
               | financial crises: _millions_ of people lost their jobs,
               | many millions who graduated right during these times have
               | lower economic prospects for large parts of their life
               | [1]. For _them_ , nothing worked out OK.
               | 
               | And these days? US Congress has been gridlocked since
               | Obama and McConnell's obstructionism, and here in Europe
               | Russia has invested many millions into propping up far-
               | right obstructionist forces as well. We can't get
               | anything done anymore.
               | 
               | [1] https://siepr.stanford.edu/publications/policy-
               | brief/recessi...
        
               | WillPostForFood wrote:
               | It worked out, but just took like ten full years of pain.
        
               | mythrwy wrote:
               | The world will end. For some people. Because of idiocy.
               | That is a big deal that is not solved by "going outside".
        
           | littlestymaar wrote:
           | There are short term issues causing a supply shock, which in
           | turns is causing inflation, triggering central banks credit
           | tightening that will cause a medium term contraction. But
           | government deficit have been high for a long time (because of
           | lax taxation on the wealthy individuals and global companies)
           | and debt is high: with interest rates rising and economic
           | downturn, government budgets will come under pressure.
           | 
           | Then you can have two outcomes: an massive tax increase where
           | the money is, or public spendings will be cut and the economy
           | will tank even more, spiralling out of control (the Greek
           | scenario). Unfortunately, I expect the second scenario to be
           | much more likely than the first one...
        
             | HideousKojima wrote:
             | Solely taxing the rich and corporations isn't enough to
             | stop deficit spending, spending cuts would be needed as
             | well. In the US, if you taxed the top 1% at 100% (and it
             | somehow didn't have massive second order effects) you would
             | only generate about $800 billion in tax revenue. Current
             | federal tax revenue is about $3.7 trillion, and a decent
             | chunk of that is already coming from the wealthy and
             | corporations. The current federal budget is around $6
             | trillion. And individual states, counties, cities, and
             | other entities like school districts and water boards also
             | still need tax revenue too, mind you.
             | 
             | Regardless of one's feelings on raising taxes, solely
             | raising taxes is simply not enough to get rid of deficit
             | spending. Pretty much all governments (and all western
             | governments especially) spend far more than they can bring
             | in as revenue. This ends up getting paid for long term by
             | the general public in a lot of different ways, such as
             | inflation, bankrupt retirement and healthcare programs, and
             | more.
        
               | smolder wrote:
               | > In the US, if you taxed the top 1% at 100%
               | 
               | Top 1% of what, earners? Is this just 100% on their
               | income? Does it include capital gains? Does it include
               | corporations? Be clear about what you're hypothetically
               | taxing so we can discuss what else is being left on the
               | table. I'm sure the answer is "a lot", despite the severe
               | sounding "100%".
        
               | littlestymaar wrote:
               | Keep in mind that for every 1% of GDP of public spending
               | you cut, you're going to cut GDP by a little more than 1%
               | (more like 1.2%), which will then cut the federal revenue
               | by an additional .3% of GDP.
               | 
               | You just cannot cut spendings during a recession unless
               | you want to go straight to disaster. Greece is a great
               | example of that.
               | 
               | > In the US, if you taxed the top 1% at 100% (and it
               | somehow didn't have massive second order effects) you
               | would only generate about $800 billion in tax revenue.
               | 
               | Which also means that by getting back to the post New
               | Deal tax level (~80%) on those people alone, you'd get
               | $640 billion! And I'm not talking about some communist
               | fantasy (like your 100%), I'm talking about Nixon's tax
               | policy!
               | 
               | Having done so in the decade prior to the pandemic would
               | have massively improved things with regard to the current
               | federal debt.
               | 
               | And how about taxing fortune 500 companies to the levels
               | they're supposed to be taxed? That's also hundreds of
               | billions missing every year.
               | 
               | > Regardless of one's feelings on raising taxes, solely
               | raising taxes is simply not enough to get rid of deficit
               | spending.
               | 
               | But that's just factually not true! even with the mere
               | tax experiment I did above (that is, without making Apple
               | pay their taxes) you can bring the US budget close to an
               | equilibrium in the 2000-2020 era, despite the 2008 crisis
               | and its costs!
               | 
               | That's OK if a government runs a budget with a deficit
               | during a crisis (like the pandemic, or financial crisis),
               | it's not OK that the US (and most western governments
               | actually) have been running with a deficit during the
               | 2012-2020 era, because of tax cuts on the wealthiest.
               | That's how we ended up where we are now.
               | 
               | Government deficit are a political choice, since the 80s
               | we've decided to borrow money instead of getting it
               | trough taxes, but the money was there all along.
        
               | cmrdporcupine wrote:
               | Yep since the 70s there's been an insane explosion of
               | private wealth and an insane implosion of public wealth
               | (infrastructure, etc.). On purpose.
               | 
               | It's what happens when the foxes are in charge of the hen
               | house.
        
               | mschuster91 wrote:
               | > Pretty much all governments (and all western
               | governments especially) spend far more than they can
               | bring in as revenue.
               | 
               | No, they tax the rich and corporations way too low. Back
               | in the 70s/80s, in Germany almost every little village
               | had enough tax base to fund the construction and
               | operation of swimming halls, there were _massive_
               | buildouts of all kinds of infrastructure from railways
               | over highways to gigantic airports, everyone got decent
               | streets, electricity, water, phone lines and other
               | utilities. All funded with taxpayer money, as investors
               | in infrastructure simply were not a thing, not even
               | legal.
               | 
               | Then in the 90s, neo-liberal privatization vandals sold
               | off everything to the highest bidder, and now the owner
               | class keeps skimming off profits while socializing losses
               | (e.g. by having the government pay for
               | Kurzarbeit/paycheck protection programs) in crisis time.
               | 
               | Additionally, the CEO wage gap exploded - from 20:1/1965
               | and 58:1 in 1989 [1] to 670:1 last year [2], and on top
               | of that comes crap such as share buybacks which only
               | serve to benefit the elites.
               | 
               | [1] https://www.epi.org/publication/ceo-
               | compensation-2018/
               | 
               | [2] https://www.theguardian.com/us-news/2022/jun/07/us-
               | wage-gap-...
        
               | littlestymaar wrote:
               | > Additionally, the CEO wage gap exploded - from
               | 20:1/1965 and 58:1 in 1989 [1] to 670:1 last year [2],
               | and on top of that comes crap such as share buybacks
               | which only serve to benefit the elites.
               | 
               | Wow, it was already 300:1 a few years back (2014 iirc),
               | that's so sick it still managed to double...
        
         | altdataseller wrote:
         | No they are the exception. Most of these layoffs are happening
         | primarily in funded startups, not big companies.
        
           | JumpCrisscross wrote:
           | > _these layoffs are happening primarily in funded startups,
           | not big companies_
           | 
           | Or small businesses. Labor conditions are still historically,
           | if no longer extraordinarily, tight [1].
           | 
           | [1] https://fred.stlouisfed.org/series/FRBKCLMCIM
        
       | rawbot wrote:
       | Tough to hear. At a time it was the only company keeping Epic in
       | check (after the horrors of UE3), probably the reason they had
       | such an open and lax license for UE4.
        
         | mupuff1234 wrote:
         | I'm surprised that neither of the big tech companies are
         | building their own competing game/graphics engine.
        
           | pid-1 wrote:
           | If I'm not mistaken, Amazon has its own game engine.
        
             | mrec wrote:
             | That was Amazon Lumberyard, a licensed fork of CryEngine. I
             | don't think it ever got much traction and has recently been
             | rebranded as "Open 3D Engine" and handed over to the Linux
             | Foundation.
        
               | jay_kyburz wrote:
               | I heard just yesterday that Lumberyard and o3de are
               | different forks and that Amazons game teams are not using
               | o3de.
               | 
               | I'm interested in o3de, but the website needs to list
               | games that have actually shipped on it. As far as I can
               | see, nothing ever has.
        
         | jan_Inkepa wrote:
         | I wonder if they're trapped in a Godot/Epic sandwich right now.
         | I moved from Unity to Godot more or less and while it's not as
         | good, and I'd not use it for commercial stuff (similarly, the
         | Unreal Engine is for my purposes waaay too heavyweight/heavy-
         | duty), it's probably eaten a lot of the good will/vibes
         | audience that Unity enjoyed. (Also Epic donated 250k to Unity a
         | few years ago - https://godotengine.org/article/godot-engine-
         | was-awarded-epi... ). It might be the Godot side is
         | insignificant, but I do wonder! Unity was and remains a cool
         | engine on the whole, I think.
        
           | Thaxll wrote:
           | Godot is nowhere, it's not used by anything major. It's not
           | even a drop in the ocean.
        
             | datalopers wrote:
             | If the goal was actually releasing a game, why would anyone
             | choose Godot over Unity or Unreal? Feels like it's a hobby
             | or a statement of "I'm 100% non-commercial FOSS!"
        
           | marcodiego wrote:
           | Every time I see articles about Godot on HN I get the
           | impression that it is much easier to beginner developers,
           | hobbyists and amateurs. I think the only thing keeping Unity
           | popular among these segments is popularity. This will
           | probably be fixed after Godot 4.0 release.
        
           | BlargMcLarg wrote:
           | Godot is insignificant but growing, that's the best way to
           | put it. Godot has a lot of pain points, lack of knowledge and
           | best practices which most Unity devs already figured out
           | about Unity. Especially indie 3D is still kind of a pain in
           | Godot.
           | 
           | Mostly waiting for Godot 4 and hoping a lot of those pains
           | will be solved, both 2D and 3D.
        
             | mcv wrote:
             | From what I understand (I have no personal experience with
             | it), Godot is better than Unity at 2D games, but not
             | remotely as good at 3D.
        
               | BlargMcLarg wrote:
               | Yes and no.
               | 
               | The main benefit of Godot 2D is that it is _strictly_ 2D,
               | 2D and 3D are split. If you do things without needing 2D,
               | it will edge out over Unity (UI tends to be better, pains
               | with window sizing etc. tend to be better than Unity).
               | The moment you want any 3D feature, you either do a
               | shoddy hackjob retroactively fitting it into your 2D
               | game, or you rewrite a lot of things to get 3D. Unity 's
               | main benefit is everything essentially being a 3D game,
               | and 2D games being hamfisted in a 3D scene, making it so
               | adding the slightest 3D feature is far easier. Simple
               | example, if you wanted to spin sprites a la Paper Mario,
               | you can't just do that in Godot 2D, but you can easily do
               | it in Unity '2D'.
               | 
               | On top, Godot's general lack of community and features
               | still means going beyond a certain level of polish, even
               | in 2D, becomes a bit more annoying. Support for 3rd party
               | plug-ins are limited*. VFX examples are extremely
               | limited. Particles are still fairly barebones in features
               | compared to Unity (Godot 4 is bringing updates to this),
               | and Unity has the added benefit of having a far larger
               | community. In general you'll find similar issues you'd
               | find in Unity, with less history or support to get you
               | out of a bind.
               | 
               | Godot does particularly well in fairly simple games and
               | styles, but the moment you go beyond that scope it's
               | basically a toss-up whether you're better or worse off
               | using Unity right now. That _should_ be changing in the
               | future as more people adopt Godot, but it isn 't as cut-
               | and-dry as "2D for Godot is better". Anyone saying that
               | may as well vouch for GameMaker, Ren'py, RPGMaker or
               | something else based on their requirements.
               | 
               | *: Especially art. There are tons of art workflows being
               | popularized now to make art production easier for
               | artists, many coming from Japan. Their support in Unity
               | is already fairly minimal, in Godot it is practically
               | non-existent. I imagine having good plugins for say,
               | Spine 2D, Live2D etc. would help bring over the mobile
               | crowd in particular and cross over to the PC/console
               | markets as indies start trying more than just pixel art.
        
             | [deleted]
        
             | mattlondon wrote:
             | I recently just picked up Godot after years of tinkering
             | with unity as a hobbyist. On the whole I like Godot and
             | will probably continue to use it instead of unity
             | 
             | I am not a pro, but it feels like there are a few rough
             | edges in Godot that will trip up someone used to unity.
             | E.g. the script editor UI is weird (it has reasonable
             | actual code editing, but the layout and how you select
             | files is weird and really unintuitive IMO - no tabs, shows
             | you all scripts and not just the ones in the scene you are
             | editing etc), you cannot easily "view"/"find" a node in the
             | scene by double-clicking, you can easily dig into an
             | instanced scene to edit it but there is no intuitive way of
             | going "back up" so it is easy to get lost in the embedded
             | scenes-within-scenes, you can't move the panes around in
             | the editor how you'd like, you cannot pause the game and
             | "view" the scene in the editor (making debug for collisions
             | etc difficult).
             | 
             | It is taking some getting used-to. I hope v4 sorts some of
             | these niggles out.
        
               | BlargMcLarg wrote:
               | >you cannot pause the game and "view" the scene in the
               | editor (making debug for collisions etc difficult).
               | 
               | Do you mean actually pausing the game (play using the
               | editor, then pause) and then checking the remote tree?
               | You can check the remote tree while the game is paused. I
               | have noticed breakpoints (in C#) tend to freeze updates
               | on the remote tree though. Additionally, you can show
               | collision shapes during gameplay by toggling it.
               | 
               | >E.g. the script editor UI is weird (it has reasonable
               | actual code editing, but the layout and how you select
               | files is weird and really unintuitive IMO)
               | 
               | Big reason I use VS Code to edit. Unfortunately shaders
               | are still best written in-engine and the shader window
               | has a really, really annoying tendency of removing itself
               | once selecting a different node without selecting a
               | different shader. Funny since animation and audio tabs
               | don't show the same behavior (the animation tab stays
               | locked until you select another animation tree, audio
               | behaves similarly).
               | 
               | >so it is easy to get lost in the embedded scenes-within-
               | scenes
               | 
               | My biggest problem with scenes, I can get used to scenes-
               | within-scenes by keeping things on a code level, but
               | nodes tend to be fairly expensive and making things like
               | components isn't the most intuitive in Godot coming from
               | Unity, Unreal or anything similar. If the community was a
               | bit more mature and bigger, someone would've probably
               | figured out best practices to avoid these things rather
               | it looking like a flaw in the system itself.
        
               | mattlondon wrote:
               | The remote tree is useful, but a fully visual
               | representation in the editor would be best. It seems that
               | I can force the _game_ to reflect what I set in the
               | editor , but not make the editor visually show what is
               | happening in the game at that specific moment.
               | 
               | E.g. imagine I am creating a platformer (for a totally
               | hypothetical example) with a moving platform. There is a
               | bug in the game where the player sometimes drops through
               | the moving platform. In unity I can pause the game when
               | the bug happens and then in the editor I can visually see
               | all of the colliders and so on and quickly work out what
               | is happening (e.g. perhaps the collider for the platform
               | is too short or something and so the player misses it).
               | In Godot it seems there is no way of doing this. Yes I
               | can use the inspector on the remote tree, but this is not
               | easy to visualise the colliders and their overlapping.
               | Add in 3D and it gets even harder. Perhaps I am just
               | missing some button somewhere? Debugging collision issues
               | in Godot is proving to be a real pain in the backside
               | without this feature.
               | 
               | I guess that for Godot it just shells out a new process
               | to run the game and the game is not running in the editor
               | as it appears to be in unity, and that makes it hard to
               | visualise the state in the editor.
        
           | 202206241203 wrote:
           | Isn't Godot pushing (though not mandating) users to utilise
           | it's own little niche scripting language? Good luck switching
           | industries with that experience...
        
             | HideousKojima wrote:
             | GDScript is basically just a weird Python, but they also
             | officially support C#, C, and C++. Also there are
             | community-developed extensions for Rust and a few other
             | languages. Also the C# support will be improving
             | drastically with Godot 4.0 when they switch from Mono to
             | .NET 6. You cam already build a preview version of Godot 4
             | with .NET 6 support if you do some tweaking, the work is
             | pretty far along.
             | 
             | That said, most of the documentation and guides assume
             | you're using GDScript or sometimes maybe C#.
        
               | krapp wrote:
               | The languages listed as "production ready" here[0] are
               | Javascript, Lua, Nim, Rust and Typescript.
               | 
               | Also I would hesitate to call GDScript a weird Python. It
               | shares some of Python's syntax, like significant
               | whitespace, but beyond that it's a completely different
               | beast.
               | 
               | There is an actual Python for Godot project[1] but I
               | don't know how close it is to ready for prime time.
               | 
               | [0]https://github.com/Vivraan/godot-lang-support
               | 
               | [1]https://github.com/touilleMan/godot-python
        
               | danbolt wrote:
               | GDScript feels really nicely-integrated with the scene
               | hierarchy and memory management. I really feel in love
               | with the reference-counting setup it utilizes.
        
               | jay_kyburz wrote:
               | I spent months building a game in Godot only to discover
               | that if you save a reference to a game object in the
               | script, and the object is destroyed, the underlying
               | engine can reuse the handle for a new object, resulting
               | in your script pointing at the wrong object.
               | 
               | Its a massive, completely unacceptable bug and it was in
               | the engine for years. I lost all faith the the Godot team
               | and will never go back.
        
             | BlargMcLarg wrote:
             | It's not. They are trying to fit the newest .NET in Godot
             | 4, for example. C# 9 and 10 will surely be transferable
        
           | psyc wrote:
           | In my opinion, UE being "too heavyweight" is more perception
           | than reality. I didn't find it more difficult to learn than
           | Unity. Sure, unimaginable power is there, but you don't have
           | to use it, and some of it has very little mental overhead
           | (almost 'for free').
           | 
           | I used Unity daily for 4 years, both at work (at Hololens and
           | Oculus) and for a few personal projects and indie games, one
           | of which was much more complex than anything I ever did at
           | work. When I first started, I remember this feeling of being
           | unchained and my productivity as a game developer going
           | through the roof. (For the prior 15 years I'd been building
           | directly on top of DirectX.)
           | 
           | When I switched to UE5, I had that same feeling again. Of
           | being let loose or given superpowers. I would not go back for
           | anything. Among many other factors, access to the source code
           | is game-changing and should not by any means be
           | underestimated.
        
             | nazgulsenpai wrote:
             | Not OP but in my experience, heavyweight is in reference to
             | the sheer size, feature set and the resultant system
             | requirements of the engine, not that it's more or less
             | difficult to learn.
        
             | WillPostForFood wrote:
             | _Among many other factors, access to the source code is
             | game-changing and should not by any means be
             | underestimated._
             | 
             | It is great of you know c++, but if you aren't, Unreal
             | neither offers a scripting language, nor does access to the
             | source code offer any benefit. I'm hopefully waiting the
             | scripting language they announced last year. (Verse?)
        
               | unoti wrote:
               | Unreal's Blueprints handle what you need for a scripting
               | language and then some. If you spend a few months
               | learning C++ so that this is no longer an obstacle, then
               | start using Unreal to do a project, you'll discover that
               | it'll be a very long time before you actually need to use
               | your C++ skills. It's true C++ is easier to express
               | certain things in a smaller amount of screen real estate.
               | 
               | But Blueprints are pretty darn amazing. They have
               | subclasses, inheritance, composition, interfaces, public
               | and private variables, functions, enums, events, user-
               | defined structs, network replication, server-only
               | functions, broadcast functions, user interface
               | interaction. You might say to yourself "Yes, but I have a
               | table of 5000 datapoints in Excel I need to work with";
               | you can put those into a datatable and work with them
               | just fine from Blueprints. You can use the tools to
               | visually edit curves of data, for example for tweaking
               | the effectiveness of some gameplay system like armor or
               | experience or energy consumption. You can write GPU
               | shaders in Blueprints, too, astonishingly easily.
        
               | [deleted]
        
               | gpm wrote:
               | Blueprints are a pretty fully featured scripting
               | language, they just happen to not be text based.
        
               | towaway15463 wrote:
               | Why not just learn c++? There are probably millions of
               | tutorials in general and probably thousands specific to
               | UE.
        
               | psyc wrote:
               | If you're capable of developing a game at all, I wager
               | you're capable of learning enough C++. But Blueprints are
               | the first-class citizens these days. The most advanced
               | visual programming solution I've ever seen, and a joy to
               | use.
        
             | jan_Inkepa wrote:
             | Ah, I meant the basic engine is heavy - simple games take
             | longer to load, your game is likely to be an order of
             | magnitude larger in file size because of the luxuriant
             | affordances of the graphic pipeline. I'm pretty sure if you
             | compare average game size on disk between the two engines
             | there'd be a big difference (even taking team size and
             | development time into account).
             | 
             | Also the unreal editor is more likely to set my fan
             | spinning in a distressing manner - I appreciate how light
             | unity's editor by comparison in terms of not using many
             | system resources - easy to run on my laptop.
             | 
             | (I worked with UE engine professionally back in the old
             | times, but have never released any personal projects with
             | it, despite having played around with every year or so).
             | 
             | About the engine features, yeah unity has as many
             | ridiculous corners as unreal nowadays - I miss some of the
             | simpler pipelines (the old animation one is better for
             | simple 3D stuff for instance vs the giant state machine...)
             | 
             | Agreed that source code access is great. Unity's tech
             | support used to be pathologically unresponsive. Having
             | source access would've saved me a lot of stress and tears
             | :/ (Thankfully the last time I was working on a unity
             | project they were helpful about reporting status of bug
             | fixes and the like, and actually getting things fixed. So
             | props to unity for fixing that).
        
         | Thaxll wrote:
         | Epic is nowhere to be seen in the mobile space though.
        
           | terafo wrote:
           | Highest grossing mobile game(PUBG mobile) uses ue4. I
           | wouldn't say that's "nowhere to be seen.
        
         | jpgvm wrote:
         | This happens all to often though. Small company comes out
         | swinging to upset the status-quo, essentially poking the bear.
         | 
         | From there it either plays out one of two ways depending on how
         | competent the management of the incumbent is.
         | 
         | 1. They underestimate and continually disregard the startup.
         | This generally leads to AMD vs Intel situation. Don't do this.
         | 
         | 2. Understand the threat they pose and systematically match all
         | of their advantages, smothering them with investment they can't
         | afford to keep up with. This is essentially what Epic did here
         | and generally what you should always do if you have a dominant
         | market position and can afford it.
         | 
         | Unity is left in a bad situation because accessibility to their
         | engine was it's key draw. A few years ago people also felt it
         | was an easier engine to develop games on but that viewpoint has
         | been shifting back to UE4 as of late because of the difficulty
         | studios have had "actually shipping" Unity based titles, let
         | along long-term maintenance issues. In terms of pure quality
         | Unreal has generally (but not always) been on top and
         | definitely in terms of capability and performance.
         | 
         | Doesn't help that Epic has an enormous cash-cow in the form of
         | Fortnite while Unity has next to no income outside of it's in-
         | game advertising business. They also bet heavily on VR and that
         | hasn't panned out to be as profitable as people thought it
         | would be with the majority of revenue in the VR/AR space being
         | heavily skewed into the enterprise, government and military
         | verticals which aren't where Unity performs well.
        
           | benstrumental wrote:
           | I feel like this happened to Gitlab / GitHub as well. Gitlab
           | was gaining a ton of popularity and momentum with their free
           | private repositories and built-in CI testing infrastructure.
           | Then GitHub swooped in and offered all the same things,
           | taking the wind out of Gitlab's sails.
        
             | BeFlatXIII wrote:
             | Didn't those changes only happen after Microsoft sunk their
             | money in to buy GitHub?
        
           | kajaktum wrote:
           | >Doesn't help that Epic has an enormous cash-cow in the form
           | of Fortnite while Unity has next to no income outside of it's
           | in-game advertising business.
           | 
           | Isn't Genshin Impact really, really, really massively
           | profitable? It would be really sad if Unity takes a constant
           | revenue instead of percentage-based off of that lol
        
           | Grazester wrote:
           | "...This generally leads to AMD vs Intel situation. Don't do
           | this."
           | 
           | Which situation is that? The one where the major player uses
           | its power illegally to stifle its competition?
        
             | cruano wrote:
             | I think the one where AMD doubled [1] their market share in
             | ~5 years
             | 
             | [1] for x86, went from 17.8% on Q4 2017 to 39.7% on Q3 2021
             | as per https://www.statista.com/statistics/735904/worldwide
             | -x86-int...
        
           | largbae wrote:
           | Option 3: Buy the upstart a la Instagram.
        
             | jpgvm wrote:
             | Ok yeah I missed that one. That obviously happens more
             | often than both of these actually.
        
             | [deleted]
        
           | foobiekr wrote:
           | This is the first I've heard the claim that VR/AR revenue is
           | skewed to enterprise and military. Can you share some links
           | on this? I did a search and while I found a lot of discussion
           | of _investment_ being skewed in that direction, I'm having
           | difficulty finding any evidence that revenue is likewise
           | skewed.
        
             | jpgvm wrote:
             | Anecdotal from knowing a lot of fellow entrepreneurs in the
             | space that pivoted into things like hazardous environment
             | training, etc don't have any hard supporting evidence
             | sorry. Specifically most of these companies were originally
             | trying to do games and/or consumer AR/VR apps but were
             | forced to pivot due to lack of traction.
        
               | foobiekr wrote:
               | For what it's worth, I have a very, very hard time
               | believing that the _revenue_ in the AR/VR space outside
               | of games is even 5% of the total. If it was a big market,
               | you wouldn't see companies like Microsoft and to a lesser
               | extent WEbex etc. floundering so hard with their non-
               | game-focused products. Even 5% seems unbelievable
               | generous given that, for example, Webex Hologram has $0
               | revenue and Microsoft's DoD Hololens project is all but
               | dead on launch.
        
               | gautamb0 wrote:
               | I've been in the enterprise vr industry for almost 7
               | years, and you're correct with your estimate being very
               | close to where I'd put it. The vast majority of revenue
               | is from gaming.
        
         | oneoff786 wrote:
         | Seems like a weird way to frame things. Epic does a lot more
         | for indie developers in terms of free stuff, transparency on
         | the direction of the engine, the engine being source available,
         | and so on. Unity is still the more common engine choice for
         | indie games.
         | 
         | Unity also generally seems to be terribly run whereas epic
         | seems very solid, in no smal part due to having a huge cash cow
         | with fortnite.
         | 
         | It may have been true a long time ago but I would reckon it's
         | epic leading the charge these days for what we would want to
         | see from an engine company.
        
           | bootloop wrote:
           | Epic did nothing for indies before Unity3d distrusted their
           | market. Before Unreal was a big player game engine with a
           | high upfront cost.
        
           | rawbot wrote:
           | This was only true from UE4 onwards. Unity started pressuring
           | Epic when their latest product was UE3.
        
       | wly_cdgr wrote:
       | I am not too surprised but at the same time they always have SO
       | many job postings up on gamejobs.co
        
       | programmarchy wrote:
       | Could this be trimming the fat before a potential acquisition by
       | Apple?
       | 
       | I noticed quite a lot of Unity talk in WWDC this year, even
       | helping developers add a11y to their Unity games, whereas Unreal
       | Engine was not mentioned at all.
       | 
       | So I could see Apple adopting an engine like Unity to help build
       | out their games and AR offerings.
       | 
       | SceneKit and SpriteKit have received very little attention over
       | the past few years and RealityKit is still anemic in terms of
       | features.
       | 
       | Unity could also be a weapon to wield against their newfound
       | rival, Epic.
       | 
       | On the other hand, Unity would be an awkward fit into the Apple
       | tech ecosystem because of its reliance on C#.
       | 
       | It's also buggy as others have mentioned, but Apple has the
       | resources to pay down their technical debt.
        
         | minimaxir wrote:
         | > whereas Unreal Engine was not mentioned at all.
         | 
         | Granted, Apple is still not very happy with Epic which does
         | trickle down.
        
         | jay_kyburz wrote:
         | for the sake of accessibility can we just write accessibility.
        
         | gallerdude wrote:
         | IIRC, macOS was the first platform it was released on.
        
           | fortyseven wrote:
           | Indeed! I remember being irked about Unity only being on Macs
           | and seriously thrilled when it finally got a Windows build.
        
         | deltarholamda wrote:
         | This is really interesting.
         | 
         | Apple becoming active in games? iGame Pro when?
        
           | programmarchy wrote:
           | Well, I didn't mean directly developing games, but look at
           | Apple Arcade in the App Store, for example. But hardware-
           | wise, yeah I imagine they will develop a VR device at some
           | point in the not so distant future.
        
           | criddell wrote:
           | Apple is a gaming giant.
           | 
           | https://www.visualcapitalist.com/visualizing-apples-rise-
           | to-...
        
             | nottorp wrote:
             | If you define gaming as "IAP crapfest".
        
               | criddell wrote:
               | I don't.
        
           | snarfy wrote:
           | Jobs was always the one against gaming.
        
       | myth_drannon wrote:
       | They just spent $1.6 billion in November to buy Peter Jackson's
       | Weta Digital (VFX tools)...
        
         | markus_zhang wrote:
         | Was it cash or stock?
        
           | CharlesW wrote:
           | $1 billion in cash and $625 million in stock.
        
             | markus_zhang wrote:
             | Thanks still too expensive...
        
         | ffhhj wrote:
         | And it will take them 5-10 years to integrate all that tech
         | into their engine, hoping it's something usable that doesn't
         | crash too often, only then they might recover from the gamble.
        
       | palisade wrote:
       | In 2019 Unity reached out to me for feedback after I cancelled my
       | subscription. I wrote them a pretty long and detailed email on
       | how to save the company. But, since most of things I suggested
       | never happened they ignored it I guess. Though, they did sort of
       | fix integrating a bit and they closed unity connect. However,
       | they never replaced unity connect with something else which is a
       | problem.
       | 
       | My email response: "1. I felt that throughout my subscription
       | that there was a lot of "do it yourself" and "here's a video."
       | Some of that is fine, but there's a point at which it all feels a
       | little money-grabby. You've paid for the subscription! Now pay
       | for some extra lessons, assets, etc.
       | 
       | I would recommend extending personal assistance, e.g. assigning
       | someone to be a studio's success guide that sticks around from
       | beginning to end.
       | 
       | Also provide a job market similar to fiverr for commissioning
       | logo, concept, 3d artists, musicians, sound effect, software
       | engineers, etc. If you can't swing that maybe partner with sites
       | like upwork or fiverr that can handle it. I'd actually recommend
       | the fiverr model for art and content, it's more affordable in the
       | long run. Upwork's model is better for developers or writers,
       | though. Unity connect felt like walking through a dark alley in a
       | 3rd world country waiting to be mugged.
       | 
       | You provided me with plenty of customer loyalty specialists to
       | bother me to resubscribe after the project failed, but didn't
       | support my efforts when I needed it most. The outcome could have
       | been different if there was a support structure along the way
       | that assisted in the different aspects of building a successful
       | game company and product. That just wasn't there.
       | 
       | 2. Funding is hard to acquire.
       | 
       | Why doesn't unity have it's own
       | kickstarter/indiegogo/gofundme/fig system? You're a well known
       | company, many people use your engine, and the public at large
       | knows about it. Why isn't there an effort to push to help fund
       | those using your engine to accomplish something? At the very
       | least partner with one of those sites or help guide your
       | customers to acquire that type of crowd funding. Epic is doing
       | this with a $10mil grant.
       | 
       | And, I don't just mean making a video saying, "If you had
       | funding, this is how you'd probably get it." Either provide
       | assistants or create a webpage or app that helps guide the
       | creation of a game design document, crowd funding pitch, provides
       | a timeline for milestones of where your company should be along
       | the way to hit their targets, production goals, provide marketing
       | expertise, etc.
       | 
       | 3. The community in unity connect itself is rather toxic; filled
       | with naysayers, pessimists, and scammers.
       | 
       | You need to revamp unity connect entirely. It is barely
       | salvageable as is.
       | 
       | 4. The forums were good.
       | 
       | This was one area I felt shined.
       | 
       | 5. Sometimes assets would try to release a new update and your
       | store would block them for months. Other times assets would get
       | deprecated or removed that still had life in them. The store also
       | lags very badly, logs you out randomly, and is difficult to
       | search.
       | 
       | Fix the store. And, make things more convenient for asset
       | creators.
       | 
       | 6. Planning and staying on track is also very difficult.
       | 
       | I'd also recommend providing a system similar to Notion,
       | Hacknplan, and Slack integrated into your own site for gamedevs
       | to build, design, document, and track content and progress. Don't
       | overcharge for this. Also, importantly, provide a way for them to
       | export their data. If you can't swing that yourselves, again
       | partner with someone who already has the infrastructure.
       | 
       | 7. Your company felt very distant; like it exists simply to
       | consume money and doesn't care if the customer succeeds or not.
       | 
       | Make your customers feel like you're with them in their struggle.
       | Don't wait until they cancel to suddenly be concerned.
       | 
       | 8. Time to iterate is so slow.
       | 
       | When I hit play the game should launch and simulate immediately,
       | there's no excuse for the extremely long load times. Unreal
       | shines here in comparison. This really slows down development.
       | 
       | I would suggest working on a rewrite of the editor that allows
       | real-time runtime editing of content, scripts, prefabs, scenery,
       | etc where everything can be saved / persisted without having to
       | click Stop. In other words, you're ALWAYS running by default.
       | This is how HeroEngine works for example, and it's really cool to
       | be able to create an entire world WHILE the game is running. And,
       | you can play it multiplayer with the other developers and artists
       | while building the world and see collaboratively the pieces come
       | together in real-time. While HeroEngine might not be one of your
       | big competitors, it's worth looking at how they pulled that
       | particular feature off.
       | 
       | There are probably more things that could have helped that I
       | can't think of off the top of my head.
       | 
       | Hope that helps."
       | 
       | Addendum: It is also worth noting that Nvidia Omniverse allows
       | the real-time editing that I recommended.
        
         | the_duke wrote:
         | So your advice for a company that is struggling with their core
         | product was: build a Kickstarter alternative, build a Jira
         | alternative, build a Slack alternative and also please rewrite
         | your editor...
         | 
         | Not very surprising that most of that was ignored.
        
           | palisade wrote:
           | Well, I kept pointing out if that wasn't possible to partner
           | with another company that already had such an infrastructure.
           | 
           | There is actually a lot of money to be made with the various
           | suggestions I made. Ignoring that leaves a lot of potential
           | revenue on the table.
        
         | throwuxiytayq wrote:
         | > I would suggest working on a rewrite of the editor that
         | allows real-time runtime editing of content, scripts, prefabs,
         | scenery, etc where everything can be saved / persisted without
         | having to click Stop. In other words, you're ALWAYS running by
         | default. This is how HeroEngine works for example, and it's
         | really cool to be able to create an entire world WHILE the game
         | is running.
         | 
         | I'm pretty sure that's how they demo'd DOTS/ECS lately.
         | 
         | > When I hit play the game should launch and simulate
         | immediately, there's no excuse for the extremely long load
         | times. Unreal shines here in comparison. This really slows down
         | development.
         | 
         | These days (unless you enable domain reloading) entering and
         | exiting play mode is... reasonably fast-ish. But yeah, the
         | editor could use an overall 10x increase in responsiveness.
         | It's pretty bad.
         | 
         | > I would recommend extending personal assistance, e.g.
         | assigning someone to be a studio's success guide that sticks
         | around from beginning to end.
         | 
         | I thought Unity does this for customers. Not sure how
         | extensively. They sell a lot of licenses.
        
         | burntoutfire wrote:
         | > 7. Your company felt very distant; like it exists simply to
         | consume money and doesn't care if the customer succeeds or not.
         | 
         | That makes sense - since probably a majority of their customers
         | fail, it they cared about them, they'd be getting a major
         | depression.
        
       | mixedbit wrote:
       | Unity stock price peak (November 2021) happened when Facebook
       | renamed itself to Meta and the market started to see the game
       | engine related companies as metaverse companies with much larger
       | business prospects. The complete lack of patience of the once
       | considered rational market is amazing. How much time did the
       | investors anticipate it will take to realize the vision of
       | metaverse becoming the next big thing? Less then 7 months? (7
       | months after the peak Unity stock is 80% down).
        
         | adam_arthur wrote:
         | The metaverse as an investment idea was pretty much non-
         | sensical. Way too many years away to have any idea which
         | companies will benefit, what the adoption will be, and so on
         | 
         | Roblox, a video game designed for children, was a metaverse
         | company? It's just plain stupidity, sorry
         | 
         | The web ended up being big, but good luck picking the winner in
         | the dotcom bubble. Metaverse plays today were an irrational
         | bubble just the same
        
           | cecilpl2 wrote:
           | Roblox is not a video game. It's a platform.
        
             | adam_arthur wrote:
             | Sure, just like Second Life or Warcraft 3 custom maps.
             | 
             | Games with custom content are still games. Somehow
             | everybody lost their minds and starting getting erroneous
             | grandiose visions about these things.
        
               | [deleted]
        
               | ehnto wrote:
               | Games as platforms in general, almost have an inbuilt
               | kill-switch in the form of the expected constant progress
               | in game technology. The zero-cost switch also ensures a
               | smooth exodus when something better inevitably comes
               | along, or the platform shoots itself in the foot somehow.
               | 
               | You also have the issue that user-generated content is
               | not a business guarantee. Creators are a minority of your
               | actual player base, and if your creators move on, the
               | rest of your players have nothing to play.
               | 
               | Roblox has a network effect, but history shows gamers
               | have no issue abandoning perfectly good games just
               | because it's not cool anymore. The fact that most people
               | are actually socializing on discord and not inside the
               | games themselves really diminishes the social moat as
               | well.
        
               | OkayPhysicist wrote:
               | Roblox has had a pretty incredible run, though. They've
               | been doing the same thing since 2004, and they've been
               | extremely popular amongst their target demographic for
               | most of that. They've clearly found a market niche that's
               | hard to displace.
               | 
               | And that's not by leaning too heavily on existing
               | players, either. They've got a a pretty continuous in/out
               | flow of kids entering and leaving their target
               | demographic as players, and who I can only assume are
               | mostly bored college students as content developers.
               | 
               | They've continuously updated their engine to keep up with
               | modern trends (dynamic lighting, VR, mobile), while most
               | importantly keeping the entire system simple enough that
               | a child can pick it up, tinker around with it, and very
               | quickly see real results. As player expectations from
               | standalone games have climbed over the years, there's a
               | serious pipeline issue getting from "bored kid who has a
               | knack for tinkering" to "I've built a game, come play
               | it". Roblox addresses this by managing expectations. No
               | one demands high-quality textures and models in a Roblox
               | game, it's a Roblox game. A certain degree of buginess
               | isn't just tolerated, it's expected. Because it's a
               | Roblox game. They've struck a balance between a basement
               | skill floor and sky's the limit ceiling in utilizing
               | their tooling that most companies could only dream about.
               | 
               | In short, Roblox is a damn impressive company, that under
               | no circumstances should be discounted just because they
               | nearly exclusively target the "Kid's old enough to
               | (perhaps inadvisably) be left unattended with a computer"
               | demographic.
        
               | WillPostForFood wrote:
               | Does Roblox have a main game, or is it just an editor
               | with some custom content. Seems more analogous to the
               | Warcraft III World Editor that Warcraft III.
        
               | TingPing wrote:
               | I believe they have first-party and community content.
        
               | cecilpl2 wrote:
               | All games are created by external developers.
               | 
               | Roblox is more akin to Unity combined with a publishing
               | platform.
        
               | [deleted]
        
           | mixedbit wrote:
           | I 100% agree, yet while the investors were buying this vision
           | in November, just to give up a few months later amazes me.
           | With the 2000 internet bubble there was at least enough time
           | to see the overpriced businesses doing poorly, here the
           | bubble popped before anything had a chance to be delivered
           | and market tested.
        
             | adam_arthur wrote:
             | Both bubbles largely ended via Fed tightening. When
             | inflation runs hot, the speculative sectors get damaged the
             | most via tighter monetary policy.
             | 
             | It just happened to be that metaverse as a concept took off
             | near the end of this cycle.
        
       | steeleduncan wrote:
       | > Unity . . . does not have additional revenue streams outside
       | its engine licensing business and other related software products
       | 
       | I don't believe this is true, AFAIK the majority of their revenue
       | comes from their in-game advertising business, not from licensing
       | the engine.
        
         | amitmathew wrote:
         | Slightly dated, but from their 2020 annual report:
         | https://s26.q4cdn.com/977690160/files/doc_financials/2020/q4...
         | 
         | - 30% of revenue from Create Solutions (ie engine licensing) -
         | 61% of revenue from Operate Solutions (ad platform, IAP,
         | multiplayer, build server, VOIP, CDN, analytics) - 9% from
         | strategic partnerships
         | 
         | Although they are known for catering to the indie developer
         | crowd, a bulk of their revenue is from a relatively small
         | number of companies (~120).
        
         | nvrspyx wrote:
         | Wouldn't that along with marketplace assets (as mentioned by
         | another comment) fall under "other related software products"
         | since those are used within the game engine?
        
         | 60654 wrote:
         | That is correct, about 2/3rds comes from "operations" (mostly
         | ads, also some hosting services, etc)
         | 
         | https://www.statista.com/statistics/1270474/unity-software-r...
        
         | marcodiego wrote:
         | > the majority of their revenue comes from their in-game
         | advertising business
         | 
         | So, they can open still open source it? I mean, open sourcing
         | it would allow competitor to use the same code, but given it is
         | not the same brand and not possible to release to consoles or
         | stores, they could still keep most of their revenue, right?
        
           | cyber_kinetist wrote:
           | They don't even need to go full FOSS, they can just opt for
           | source-availability to be a bit more competitive with Unreal
           | Engine.
           | 
           | One of the things devs like about Unreal is that the entire
           | codebase is just there to look at, so you can debug any bugs
           | yourself and even add features to the engine that you
           | specifically need for your game. Meanwhile Unity is a black-
           | box blob that you can't neither debug or extend, and all you
           | can do is yelp in the bug tracker or the forums to get
           | unnoticed.
        
             | danschuller wrote:
             | The C# code is open for read access here:
             | https://github.com/Unity-Technologies/UnityCsReference
        
         | [deleted]
        
         | christkv wrote:
         | And cut on assets from their store I imagine ?
        
           | Gaessaki wrote:
           | Not to mention their hosting services from the Multiplay
           | division. Though I guess that could be swept under "related
           | software products."
        
         | oneoff786 wrote:
         | Are those ever used for games not using their engine?
        
           | starburst wrote:
           | Absolutely it's a populars ads network for mobile games and
           | can be used without the unity engine
        
             | oneoff786 wrote:
             | Is it common though? I'm wondering if maybe they just
             | consider it to be a "related product" because 99.9% of the
             | customers are Unity engine users.
             | 
             | I don't know any actual numbers
        
               | starburst wrote:
               | Yes any mobile games (be it made by unity or other
               | engine) that display ads most probably have unity ads in
               | their waterfall it is very popular
        
           | daxaxelrod wrote:
           | Duolingo uses it for their in app ads.
        
       | saos wrote:
       | They doubled their workforce since going public in 2020? Insane
        
       | gernb wrote:
       | Niantic also announced layoffs
       | 
       | https://www.bloomberg.com/news/articles/2022-06-29/pokemon-g...
        
       | throwaway345098 wrote:
       | Throwaway account for reasons that will become obvious.
       | 
       | I know someone who was able to work with JR at EA at a very high
       | level, and who was familiar with internal goings-on at Unity a
       | few years ago. His assessment of JR's leadership style was that
       | he thought competition between executives was a good thing, and
       | the result was a lot of mistrust and chaos.
       | 
       | I'm not sure the specifics of how this played out at EA, but what
       | I do know is that during his tenure, there were a number of
       | poorly-executed moves towards expanding franchises (Dead Space 3,
       | Medal of Honor: Warfighter, Army of Two: The Devil's Cartel),
       | adding live service components to games that didn't benefit
       | (SimCity), pivots to free-to-play that failed (Plants Vs Zombies
       | 2, Bejeweled Skies, Dungeon Keeper), rushed releases meant to
       | fill schedules (Dragon Age 2), and several massive acquisitions
       | at hugely inflated prices that were almost total wastes of money
       | (Playfish, PopCap).
       | 
       | There were many internal groups battling for control: Multiple
       | product management teams who wanted to influence monetization
       | strategy across mobile games, several small studios who were able
       | to release games with little to no oversight (an HTML5/JS web
       | game team that made a Command and Conquer game, and another team
       | that made several Dragon Age Flash games), and the ill-fated
       | initiative to turn BioWare into a huge umbrella label that lasted
       | about a year before SWTOR came out and then Ray and Greg were
       | basically forced into retirement.
       | 
       | Lots of really messy stuff.
       | 
       | From the folks I've talked to who work at Unity, it's pretty
       | chaotic there too. And why wouldn't it be? They doubled headcount
       | in a short period of time, are tackling a ton of different
       | markets, they've pushed and then deprecated or removed support
       | for a multiplayer solution, analytics service, a UI rewrite, and
       | probably more I'm forgetting. Then there are the "this is the new
       | hotness" features that STILL AREN'T FINISHED even two, three,
       | four, or more years after they were announced, like the two
       | competing and incompatible rendering pipelines, ECS, and more.
       | And I've been told that the reason that longstanding bugs in
       | major features like 2D sprites and physics take so long to be
       | fixed is that each of those major features only has one, maybe
       | two people working on it.
       | 
       | No wonder things are rocky at Unity.
        
         | syspec wrote:
         | I believe all of that, but at the same time ask anyone who
         | works anywhere...
         | 
         | It's always a shit show from the inside...
        
       | imchillyb wrote:
       | > Unity's business is split into Operate Solutions (consisting of
       | Unity Ads, Unity In-App Purchases, and other tools, which was
       | newly established in 2015), Create Solutions (consisting of Unity
       | Engine subscriptions and other professional services) and
       | Strategic Partnerships. In 2019, of its reported revenue Operate
       | Solutions accounted for 54%, Create Solutions for 31% and the
       | remaining income sources for 15%.
       | 
       | ...
       | 
       | > On 5 June 2019, Anne Evans, formerly vice-president in human
       | resources for Unity Technologies, filed a sexual harassment and
       | wrongful termination lawsuit against the company, alleging that
       | she had been harassed by Riccitiello and another co-worker, and
       | was then terminated over the dispute with the latter. Evans said
       | that the company had a "highly sexualised" workplace culture,
       | where executives would routinely discuss their sexual histories.
       | Unity Technologies responded that Evans had been terminated due
       | to misconduct and lapse in judgment, and replaced Evans with a
       | former Microsoft executive in mid-2020.
       | 
       | Wanna bet whether more whistle blowers are in that layoff mix?
       | 
       | Unity Engine only accounts for 30% of total revenue.
       | 
       | So why did the CEO lie about income?
       | 
       | Why the layoffs?
       | 
       | Wanna bet?
        
       | Apocryphon wrote:
       | As alarming as it is to see seemingly well-positioned large
       | public companies do this... have any of the layoffs been at
       | profitable companies? Netflix?
        
       | Wesxdz wrote:
       | I am starting a bcorp to develop a visual metaprogramming
       | interface for generating ecs code if any Unity engineers laid off
       | are interested in being a potential cofounder you can message me
       | on Discord Wesxdz#1518 :)
       | 
       | edit: link if curious (http://paphos.one)
        
         | jimmywetnips wrote:
         | Whoa I'm sold. Sent you a pm
        
       | [deleted]
        
       | rvz wrote:
       | When it was the crypto industry laying off employees, I saw a
       | giant wave of responses of screeching, laughing and lots of
       | schadenfreude. But when it is the wider tech industry, now it is
       | _' X is hard'_ or _' oh dear'_ and _' this is not looking good'_.
       | 
       | The age of free, cheap dump money being thrown around has come to
       | an end with multiple companies still not making any money, with
       | unsustainable amounts of head count now shedding employees. But
       | this comes as to no surprise anyway.
       | 
       | Unless the head count is low and is making tons of money like
       | Binance, FTX, Kraken or the company is insanely profitable in all
       | directions like Google, Apple and Microsoft, then you are
       | certainly going to survive.
       | 
       | Companies like Netflix, Clubhouse, etc on the other hand are
       | going to struggle in the long run.
       | 
       | EDIT: I guess the tech bros at unprofitable startups are upset
       | and can't begin to refute the hard brutal truth in my comment.
        
       | ThePadawan wrote:
       | Well, now I feel better about my job application getting
       | declined.
        
       | mellosouls wrote:
       | Earlier discussion:
       | 
       | https://news.ycombinator.com/item?id=31925823
        
       | andrewmcwatters wrote:
       | I don't understand Unity's appeal at all, and I only understand
       | Unreal Engine's appeal because of their integration now with
       | Quixel and some other IP among other factors. Otherwise it is
       | barely an engine that makes me feel productive.
       | 
       | Unity does basically nothing for you, and Unreal Engine barely
       | did anything at all for you until recently with some advancements
       | in UE 5.0.
       | 
       | > "The engine itself is a lot more bare basics than I thought it
       | was. For some reason I was under the impression that it was kind
       | of like Source, in as much that it had the main menu, server
       | joining, all the basic deathmatch stuff built in. But it's a lot
       | closer to Unity than that. It has barely anything, and you add
       | the rest. No main menu system, no player weapon system, no health
       | + dying system. This kind of took me by surprise at first, but I
       | can see why it makes sense."[1]
       | 
       | [1]: https://garry.blog/unreal-engine/
        
       | lmeyerov wrote:
       | If directly/indirectly impacted folks are reading, we are looking
       | for a js webgl dev as part of the next 10X+ rev of our end-to-end
       | GPU data viz engine (client+server), both contract / full-time,
       | and remote-friendly: build@graphistry
        
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