Without Engine guys, the brand/company is dead.
Whoever thinks they can leverage UE5/Unity/Godot, it's like trying to build a new RAM factory from scratch and abandon your current one because it costs money.
It's going to take a lot of time and money.
I've seen comments like "the MS layoffs weren't so bad".
re: id software.
Reports are that 50% (95ish of 200) of the studio was laid off. Here are some quotes on other details:
“Tools, programming (except a couple), Quake Champions team, testing team. All gone.”
“Yeah seems like all they left was leadership and art/design. I think Xbox forgot quakecon is next month.”
It really does sound as if id is now a support team for Bethesda/others. Rip idTech, which was amazing. Maybe Machine Games will carry it on or maybe it will be dropped for future games?
But the read is that id is essentially dead. At least for the time being. Yes, the studio wasn't closed and half still have their jobs. That's great.
re: the studios set free by MS to be sold or mgmt returned. One view is this is great. For MS they get decent PR for being "good guys". But the truth is that in at least one case (and maybe others), retaining the IP in such a case was written into the original contract when MS purchased them. Second, these studios now are out of the MS lifeboat, on their own, and will have short time to find new deals or funding and they will make it or not. Never mind they sold to MS originally to avoid this grind and be 'safe'. Yes they have a second chance but more layoffs may simply be deferred and outside the current umbrella of today's layoff round, so MS doesn't really get the bad PR of simply shutting studios down. This means continual worry by the employees and stress for mgmt.
re: Arkane. Same as the above but timing and process is different due to French labor laws, etc.
The layoffs are still happening. A substantial portion of Obsidian was let go today (near 1/3). Worries that they now don't have the staff to complete current projects. Deep layoffs at Zenimax Online. Even Bethesda or Activision studios were hit (with a minor round and numbers that are small enough that it reads more like "everyone has to take a hit, even the star studios"). More details will emerge, but it's a lot of people.
So it's bad. Real bad. Good luck to all affected.
For anyone curious about the rendering technology behind #AssassinsCreedBlackFlagResynced, here are a few details in this PlayStation Blog post, which I had the chance to write with Jussi.
#AssassinsCreed
I’m happy to announce the release of a new open source 3D physics engine called Box3D. I’ve been working on this project for a few years now, but it represents over 20 years of experience writing physics engines for games. Read more here: https://t.co/2d9aVuUsxj
Announcing the official release of Shader Model 6.9 and a new Agility SDK! With it comes more expressive HLSL, DXR 1.2 upgrades, and an exciting set of D3D12 improvements developers have been asking for. Check it out here: https://t.co/ady795Ym3q
You used to be able to just create a Native GUI App in 10 seconds. No Electron, no Game Engines, no Web frameworks. Just a lean fast .EXE produced in seconds. Works on any Windows machine WITHOUT Internet connection. Software Development is actually going backwards.
32 bits after 32 years
We're incredibly proud to announce that Second Reality has now been finally ported to a modern operating system, and you can watch it tear up your system: no video, no emulation, just code - as it should be.
https://t.co/bFpWDLMagX
https://t.co/9lw4erP0cj
Our talk from REAC 25 is now available online!
You can download the slides here: https://t.co/xRugMu3MDj
The recording will be published in the coming days—stay tuned!
Direct Links:
- PDF: https://t.co/P2B5eDb0Es
- PPT: https://t.co/2y3b4QEwjV
10x now has multi-window support! (1.0.312)
Drag windows out of the main window or Window Menu -> New Window.
You can now use 10x across multiple monitors.