Microsoft DOOMs ID with layoffs | TheStandup
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Welcome to the stand-up. Today, we have
a very special episode. You may notice
that it looks lower quality video. That
is because we have nobody here to
record, and I'm just raw dog recording
the screen straight from Riverside.
Uh anyways, I'm sorry. With that, we're
going to be talking about Microsoft
layoffs. Now, Microsoft has just
recently released an entire kind of
exposé of exactly what happened. This is
by Asha right here, the new CEO of Xbox.
She has let everybody know that they are
laying off a whole bunch of people, a
bunch of reasons in here, things that
they want to accomplish, including a
bunch of crazy pieces of information I
did not think we were going to learn,
along with also crazy management style
of Xbox itself, and a bunch of studios
and people have been hit today directly
cuz 1,600 were laid off and 1,600 more
throughout the fiscal year of 2027.
Also, really weird way to measure time
is the fiscal year. I'm just throwing
that out there. I think that's just
weird personally.
Uh but at the end of the day, that is
what has happened, and we're here to
discuss it. And I figured one of the uh
big burning topics that I see all over
the internet is about id Software. id
right now is kind of like the uh
the star of the layoff, if you will.
Approximately 10% of the total layoffs,
132 out of 1,600 of the layoffs, I
believe it's 132 or 135, came from id
Software. Most of the engine team has
been gutted, a bunch of designers, a
bunch of people running it. Uh
effectively, the the heart and soul of
id has been ripped out, and now what is
left is just whoever's remaining there
right now, and it would probably be
impossible if uh or improbable, if not
impossible, to be able to make anything.
And so, I first wanted to talk a little
bit about that because I am not in the
video games industry. I don't know what
it takes to create uh an engine. I don't
know what it takes to maintain an
engine. I don't know what it takes to
move forward an engine. And we do have
with us a legendary game programmer,
Casey Muratori, who does engine work in
fact. And so I would just like to hear
some of your thoughts maybe from the
engine perspective of like how does it
is it just doomed to become yet another
Unreal 5?
>> Was that a pun?
Was that a Was that a pun?
>> It actually wasn't a pun. I didn't even
realize it was a pun until you said it,
but is it doomed? To become another
Unreal Engine game?
>> Bef- Before we attempt to to answer that
question, I wanted to talk about
something you mentioned in that lead-up
as well, which is you were pointing out
like fiscal year 2027. I
I don't know about you guys, but in my
mind, I imagine like Satya Nadella and
Asha Sharma and I don't I mean I guess I
don't know who runs the other divisions
there. Do they like get together for a
fiscal New Year's party? Like whenever
this year Like do they all Do they like
stay up till midnight and then they pop
the champagne and they're like, "Happy
New Year! Happy fiscal New Year!"
>> Like when it rolls over, they're like,
"New filings, SEC!" And they press it
and everybody freaks out and
>> And then they sing a song that's like
Old Lang Syne, but it's about, you know,
uh accountability margins or something
for so you know, or whatever.
>> Teach, production's down.
>> I don't concern myself with such
matters.
>> What do you mean production doesn't
concern you?
>> I've shipped 37, nay,
38 features today.
Teach always makes the [music] mess and
I always clean it up.
>> I'm better than that. I don't have to be
a janitor.
>> Someone has to be the adult around here.
>> I
>> Who Who is that?
>> It's me, your Westlake Godfather.
>> John John Carmack?
>> What? No, it's me, Trash.
>> Oh.
Wait. Are you here to finally get
management to understand software?
>> What? I'm a Westlake Godfather, not a
miracle worker.
>> Oh. Then why are you here?
>> I'm here to tell you about Sear by
Century,
>> [music]
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>> Who are you talking to?
>> What?
>> Build with AI.
Fix with Sentry.
I think there's a couple of problems
here with trying to answer it. Uh we can
talk about some abstract stuff, but the
the biggest problem or the thing that I
don't know is we have like no like I
don't know any inside stories or
anything from the people there and what
happened, right? So everything is on the
table. Like everything from
uh literally they just got handed layoff
notices. So like, you know, a
substantial portion of the engine team
just wakes up in the morning to like a
thing where like someone from HR told
them
that you don't have a job anymore.
All the way to like they were approached
and said, "Look, we need people to do
programming on stuff because we want to
build out these other properties like
Minecraft and Forza or what Well, not
Forza, that playground has their own
engine team, but um
you know, these other properties we have
King like we want to put put you on
these other things and you'll be a
centralized engine division. Um and they
were like, "We don't want to do that. We
would rather take voluntary layoff or
something." Like, you know, I literally
just have no idea. So I don't feel like
I can really comment on anything
specific to the id software layoffs with
layoffs with no with no data, right?
Because there's there
it's not good. So it's not like there's
any out There's not there really isn't
probably anything where I would be like,
"Yeah, great." Unless it was they were
approached with something and they all
decided, "Screw this. We're going to go
form our own company." and took a
voluntary and and now we're going to
have like a new like id thing somewhere
else. I suppose that would be good. Um
but short of that, there's there's no
real like way to spin this as a good
outcome probably, but how bad this is
depends a lot and how
um
how like frowned upon I would say that
the behavior by Microsoft was is is a
sliding scale based on what really
occurred and I just don't know. Is that
fair?
>> Yeah, yeah, yeah, that's fair. I wasn't
really trying to look for like the the
moral side of things. It was more of
like is it possible for id to continue
being id and being, you know, its own
game engine producing these kind of
technical masterpieces as I often see
people claim the Doom series is. Uh is
it possible with the gutting or is it I
mean just in your experience as a as an
engine creator, how hard is it to move
forward when you have a significant
portion of your team gone?
>> I mean it really depends on what you're
going to be doing and like what that
what the moving forward
requires, right? So, the first thing
I'll say is that in sort of modern
in modern engine development
usually the the bottleneck, if you have
good engine people, the bottleneck is
not like that we had to sit down and
write some code for this engine.
Um in other words, the stuff that Fable
does or whatever, right? Uh usually that
is not going to be your super the hard
part of the problem, right? The harder
part of the problem is usually on two
other on like two other
um
in two other domains. One is just
figuring out what actually should be
built at all, right?
>> Yeah.
>> And this is basically active research
into like what is our strategy going to
be for like dynamic lighting? What's our
strategy going to be for like level of
detail? Like those sorts of things.
Uh those technologies sort of they
change shape over time
because the underlying capabilities of
the hardware change, and so every so
often there are like you have their dis-
discontinuous. So, you know, previously
we were doing things without ray
tracing, and then we get enough hardware
to make ray tracing make sense, or we
make enough software progress to figure
out ways to do ray tracing in ways we
weren't doing it before that make it
economic
uh to do so.
And now we have to like re-architect the
way their engine is working. And that it
again
well, sometimes and certainly for
novices it can be the case. Uh
sometimes, you know, you look at that
and be like, "Oh, well, so it's all
about writing this code." No, like
that's not the hard part for experts.
The hard part is knowing what you are
supposed to do. What are the algorithms?
What's all the math have to be? How does
it all work out cleanly? How does it all
move through the system at a at a fast
enough speed? All of that stuff requires
a lot of experimentation, a lot of
testing. And if you look at stories from
people who have done like the sort of
big technical pushes, there's often just
a lot of that. It's like, "Well, we
tried this, and we tried this, and we
tried this." You know, you could go look
at the um presentation by the guy who
made Nanite, for example, and you'll
hear that. You can go look back at John
Carmack's stuff, or Michael Abrash's
stuff
uh that he put out uh when they were
working on Quake. There's just a lot of
like, "We had to try this, we tried
this, we tried this. We finally found
that this was the right thing, right?"
And so,
um
that requires currently uh a lot of just
people. Because for every one of those
that you want to try to do
experimentation on, somebody's got to be
sitting there doing it. Uh and even if
you are buying into the new like AI
future, whatever, uh AI still need a ton
of guidance for that kind of work. They
need somebody there to like tell them
what to do constructively, and to build
test cases, and to say, "I need you to
try doing this." And then to look to see
if they actually did that right, or if
they they screwed something up, you
know. And so
>> Let me jump [clears throat] in there for
a second, too. Even if you could do all
the looping and all the fancy words that
they say, let me give you some AI speak.
Even if they could do all that looping
and all that, the actual getting the
data out and all that could take some
amount of time. And so that loop itself
could for each one of these experiments
could cost you 10, 20,000 dollars worth
of stable time plus
>> Sure.
>> two weeks of actually running,
gathering, testing, running, gathering,
testing and test. So it's like it's not
a it's not just like a oh, just put AI,
it just makes it free. It's like no, it
could actually also cost a large chunk
of money plus the engineers' time.
>> And and I just like I haven't seen a lot
of evidence that there's any kinds of
significant speed-ups happening yet in
that domain where it's like oh yeah,
like we can just now you know,
some studio got it to the point where
like one engine coder can just kick off
tons of agents and run all the
experiments and it it works out. Like
maybe that's a future that can exist,
but like no one has that at the moment.
And so this So just to answer your
question, so
So
depending on how much of that you
envision doing
that changes pretty dramatically the
kinds of budget that you're going to
need for the technical side, right? And
that's like prong one.
>> Hey guys, if you like this episode, then
you can watch the rest of it on Spotify.
And don't forget to LIKE AND SUBSCRIBE.
SEE YOU LATER.
>> BOOT up day
five [music] code
>> [singing]
>> errors on my screen
terminal coffee
>> [laughter]
>> and hair
living the
dream.
Ask follow-up questions or revisit key timestamps.
The stand-up episode discusses recent Microsoft layoffs, specifically highlighting the impact on Xbox. Asha, the new CEO of Xbox, announced 1,600 immediate layoffs and another 1,600 by fiscal year 2027. A significant portion, around 132-135 people, were laid off from id Software's engine team, effectively gutting its core development capability. Casey Muratori, a legendary game programmer, was invited to discuss the implications for id Software's ability to create new engine technology. He explained that the bottleneck in modern engine development isn't just writing code, but rather figuring out what to build through active research and extensive experimentation, which currently requires a lot of human effort. He also noted that AI, in its current state, does not offer significant speed-ups in this complex, experimental domain.
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