I wouldn't feel bad for their executives. They are the ones who chose the 'growth at all costs' path, and this is what you get.
They could've probably been sustainable and profitable if they mainly serviced their core audience of indie developers with a smaller amount of employees and a simpler product, but it seems they really wanted to brute force themselves into the AAA market.
I suppose. There's quite a few companies in Unity's position right now for a reason though.
For better or worse the "growth at all costs" strategy was the strategy companies like Unity had to employ for the last decade to attract investor capital so I tend to blame the low interest rate "easy money" environment more than companies like Unity being reckless.
Although that said, it does seem Unity made some stupid moves in recent years. I don't follow the company that closely, but I'm aware they made some large acquisitions funded in-part with debt during the pandemic. It's one thing taking on debt if you have a strong balance sheet, but it seems a little short-sighted for a company losing billions to use debt to fund an acquisition – especially at the elevated prices they paid during the pandemic.
> I tend to blame the low interest rate "easy money" environment more than companies like Unity being reckless.
As if the founders had no other options in life than to start companies relying on business models where you capture the market with investor money and then once you’re customers are locked in, you squeeze them as much as possible. Unreal is in the same market. They also took in investor money. They’re not in the same situation.
The people behind Unity chose to play the game. The c-suite is handsomely rewarded, and we praise their business acumen when things go right, but if things go wrong suddenly they’re victims of circumstance.
You can’t stay small if you took a lot of investor cash. This is why self-funded companies are usually the ones who avoid these awful growth/layoff cycles.
"core audience of indie developers" I thought that the engine was hugely popular beyond games? from what I recall indie games were just a small portion that used Unity.
They could've probably been sustainable and profitable if they mainly serviced their core audience of indie developers with a smaller amount of employees and a simpler product, but it seems they really wanted to brute force themselves into the AAA market.