this post was submitted on 12 Jul 2026
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[–] ozoned@piefed.social 79 points 4 days ago (3 children)

Yeah, we just laid off all the engine people we use to build the games we're known for.

And now we're moving to an engine none of us knows and isn't ours. What's the worst that can happen?

Totally certain Microsoft will be a good steward and give them time and money to completely transition to ...

The person writing this post has been sacked ...

The person that was writing about the sacking has been sacked. There are five lights.

Not to mention the "one size fits all" engine ue5 is known for being bloated, and thus its a shit engine for anything that needs a high framerate

[–] artyom@piefed.social 6 points 3 days ago

Exactly. You expect us to believe you laid off half your workforce and your games will be completely unimpacted? Either you had terrible management and a ton of completely unnecessary employees or (more likely) you're lying.

[–] altkey@lemmy.dbzer0.com 13 points 4 days ago (4 children)

I was interested in the claim about engine swap, and it seems to be a popular suspicion that is not in the OP but laid out in detail with links there: https://www.shanethegamer.com/xbox/id-software-layoffs-spark-fears-quake-could-ditch-idtech-for-unreal-engine/

What AAA studios still use their own solutions now, except for Valve and Rockstar? Is everyone else on game engines world's Chromium? That's a big loss to players and the gamedev as art.

[–] tb_@lemmy.world 13 points 4 days ago* (last edited 3 days ago) (3 children)

Ubisoft has Snowdrop, EA has Frostbite. FromSoft uses their own engine. ~~Bandai Namco~~ Capcom has the RE engine. Square Enix uses their own for the FF games. The Horizon and Death Stranding games are built on the Decima(?) engine. Nintendo does their own thing.
There's plenty more out there.

CD Projekt and 343 have been the highest profile switches to Unreal, I suppose. I think Unreal Engine has been most prevalent in "AA" releases? Though I'm sure there's a lot I'm not thinking of.

[–] RightHandOfIkaros@lemmy.world 6 points 3 days ago (1 children)

Bandai Banco has the RE Engine

Don't you mean Capcom?

[–] tb_@lemmy.world 1 points 3 days ago

Whoops, I do.

[–] Voumig@lemmy.pt 5 points 3 days ago

IO Interactive also use their own engine. They are a minority but some big studios do it. It’s expensive but being able to make something custom and not have to rely on Epic is probably pretty nice

[–] MrScottyTay@sh.itjust.works 2 points 3 days ago

Square enix has used unreal since KH3, they purposefully didn't upgrade to UE5 for Rebirth though because the devs had made enough internal tools and procedures for 4 that it didn't make sense to upgrade yet. Not to mention they were aware of the performance issues of 5 and would rather tackle the devil they know when it came to optimisation.

[–] p03locke@lemmy.dbzer0.com 9 points 3 days ago (1 children)

What AAA studios still use their own solutions now, except for Valve and Rockstar?

But, Id Software INVENTED FPS game engines! Valve didn't even invent Half-Life's first engine; they borrowed an early prototype of Quake.

Yeah, I know Carmack isn't on the payroll nowadays, but there's still some competent people who know how to design 3D engines on their own.

[–] d00ery@lemmy.world 7 points 3 days ago

Excellent point. In fact unreal (tournament) were the primary competitor to quake back in the day. And now it's full circle with id using unreal engine...

Glad that whole competition thing is working out so well for consumers.

[–] LongLive@lemmy.world 2 points 3 days ago

4A Games - Modded X-Ray engine
GCS Game world - X-Ray engine

[–] RightHandOfIkaros@lemmy.world 3 points 3 days ago* (last edited 3 days ago)

Bethesda still uses the NetImmerse derived Creation Engine. Or is it called Hero Engine now? I always knew it as NetImmerse which morphed into Gamebryo and then that morphed into Creation.

EDIT: HeroEngine is a different game engine used for Star Wars The Old Republic MMORPG and Elder Scrolls Online MMORPG dyring development.

[–] 0li0li@lemmy.world 27 points 4 days ago (1 children)

Until they pay Gordon for his DE music and get him back for other projects, I'm not interested in what they have to say or work on.

Seriously, even though I feel bad for the devs. The injustice to Mic was bad. Out of touch executives, man.

But he's doing good. His new game defect looks fucking awesome.

[–] KingThrillgore@lemmy.ml 10 points 3 days ago
[–] KiwiTB@lemmy.world 34 points 4 days ago

'say everything's fine or you are fired'

[–] mos@lemmy.world 26 points 4 days ago (1 children)

It's going to be okay. We still have our marketing, PR, and social media teams.

That's where the money is now unfortunately. It's not about making a good product, it's about convincing gamers that it's a good product.

[–] desmosthenes@lemmy.world 12 points 3 days ago

but does it still have the same fan base?

[–] NONE_dc@lemmy.world 18 points 4 days ago

"There it is, I already said it, I already said it... Could you...? Could you put the gun down, please? I'm begging you, put the gun down. I already said what you wanted. Please, put the gun down. Please... My... My child is waiting for me. Please..."

[–] Katana314@lemmy.world 9 points 3 days ago (1 children)

"The team today is about the same size we were when making Doom 2016"

This quote is an interesting point. It's still gone through some really bad churn, including Mick Gordon, which doesn't make me trust them. But I would at least agree most studios have been over-hiring around COVID times into 100x their original size to try to make games 100x more epic. Telltale Games was the one I could most easily point to - having completed one major hit (TWD) and then trying to put their hands into 20 different pies to make 20 hits.

There's some MBA views on growth that are just over-fantastical around game development. Nintendo and Valve have both done some shitty stuff, but they at least hold their cards, maintain cash reserves, don't buy into sectors, and thus don't end up nuking their own company.

What I would've liked to see from studios like id is: "Okay, we only need our team to be this large for Doom 2016. Now that we've hired this many people, we could split them into multiple studios each trying out interesting new ideas".

That's risk-prone, but if they want to avoid risk...just get out of game development. They're even seeing failing returns on things like Call of Duty (and in the past decade, Halo) when those franchises get over-saturated.

Restructuring might have been the better move imo.

Not laying them off, but reorganizing the teams into multiple smaller studios and telling them to use the Id engine to work on new stuff. More chances of failures, but less risk and more new IPs.

[–] hanrahan@slrpnk.net 11 points 4 days ago (1 children)

ok then, the layoffs were justified :)

[–] 4am@lemmy.zip 7 points 4 days ago

[GAMERS PACIFIED]

[–] Strider@lemmy.world 2 points 3 days ago

AI will fix it! 😂

[–] rtxn@lemmy.world 6 points 4 days ago

Clap when the light turns green.