Xuelder

Indie Game/Narrative Designer

Tech Warlock

Weird dude who makes weird things.

Part of the Swamp, Part of the Krewe


Itch 🕹️
xuelder.itch.io/

eniko
@eniko

some people have been going around saying the unity news isn't so bad because "it doesn't affect very many people" and

  1. there are plenty of reasons to be nervous about a move like this even if it doesn't (currently) affect you

  2. the indie studios that aren't getting millions in budget from venture capital but are still doing gamedev full-time professionally are already squeezed enough without unity skimming even more off the top

some people are acting like grossing 200k in a year for an entire studio is like winning the jackpot, when in reality between platform holders, publishers, and governments taking their cut what's left could well be far below subsistence wages for team members already

so yeah, a large percentage of unity users won't be affected, but a large percentage of the indie "middle class", who make a large number of the indie games most people enjoy, will be highly affected. and i don't think that's okay. i think that's worthy of some panic


eniko
@eniko

like, here's a breakdown of 200k for a team of 4

  • platform takes 30%, devs keep 140k
  • publisher takes 30% (wow, nice deal!), devs keep 98k
  • split 4 ways, each dev gets $24,000
  • pay income tax 15% socials 12% income tax, each dev gets about $17,900

wow! what wealth! and that's without even getting into the fact that there are non-salary expenses to making games and that games take multiple years to make so amortize that 1st year revenue over the 3 years it took to create and even without non-salary expenses you're looking at $6,000/year for your efforts


Xuelder
@Xuelder

I'm wondering from a pure accounting/book-keeping standpoint how many of the bigger studios (AA or smaller AAA internal studios/projects) are looking at the sunk cost of releasing a game post 2024 in Unity and deciding that it's just cheaper to cancel it. How many jobs will they cut because of this? These are people who have ten years or more experience in a piece of software who now have to retrain in order to be competitive in the workforce. There is some overlap, obviously, but it's not like you can program for ten to a little under twenty years in C# and expect to be a C++/Python/Lua/etc. expert overnight. You're not going to know the idiosyncrasies of Unreal, Godot, or whatever in house toolset your new job uses. This will end people's careers. If they are old enough, it might force them to retire. It's already hard enough to find a job in this industry, and Unity has made it that much harder.


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in reply to @eniko's post:

I honestly don't know how any of those retroactive contract changes are legal in any shape or form. "if you don't like the changes you can just stop using it" - yeah right, if you don't like how the air smells you can just stop breathing.

This. Even if you have the best case scenario (solo dev releasing on your own website or a site that takes minimal off the top), 200k is like 2-3 years salary in most cities. They likely spent that long making the game in the first place and are just now breaking even.

in reply to @eniko's post:

I literally do not understand people who say "well it won't affect that many people"—one, because of the math you just did, and two, the literal impact on even people who are prospectively trying to get started and anticipate being in that affected bracket someday.

Like, hell. I'm not directly affected and even I immediately went "if somehow a project I or anyone else works on in Unity does gangbusters at some point then this will kick me/them in the throat financially". For the temerity to just get extremely popular.

The whole "I don't know how to tell you to give a shit about other people" thing in full force.