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Microsoft DOOMs ID with layoffs | TheStandup

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Microsoft DOOMs ID with layoffs | TheStandup

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332 segments

0:00

Welcome to the stand-up. Today, we have

0:02

a very special episode. You may notice

0:04

that it looks lower quality video. That

0:06

is because we have nobody here to

0:07

record, and I'm just raw dog recording

0:09

the screen straight from Riverside.

0:16

Uh anyways, I'm sorry. With that, we're

0:17

going to be talking about Microsoft

0:19

layoffs. Now, Microsoft has just

0:20

recently released an entire kind of

0:23

exposé of exactly what happened. This is

0:25

by Asha right here, the new CEO of Xbox.

0:29

She has let everybody know that they are

0:31

laying off a whole bunch of people, a

0:33

bunch of reasons in here, things that

0:35

they want to accomplish, including a

0:36

bunch of crazy pieces of information I

0:38

did not think we were going to learn,

0:40

along with also crazy management style

0:42

of Xbox itself, and a bunch of studios

0:45

and people have been hit today directly

0:47

cuz 1,600 were laid off and 1,600 more

0:50

throughout the fiscal year of 2027.

0:52

Also, really weird way to measure time

0:54

is the fiscal year. I'm just throwing

0:56

that out there. I think that's just

0:57

weird personally.

0:58

Uh but at the end of the day, that is

1:00

what has happened, and we're here to

1:02

discuss it. And I figured one of the uh

1:04

big burning topics that I see all over

1:06

the internet is about id Software. id

1:09

right now is kind of like the uh

1:11

the star of the layoff, if you will.

1:14

Approximately 10% of the total layoffs,

1:16

132 out of 1,600 of the layoffs, I

1:20

believe it's 132 or 135, came from id

1:22

Software. Most of the engine team has

1:24

been gutted, a bunch of designers, a

1:26

bunch of people running it. Uh

1:27

effectively, the the heart and soul of

1:30

id has been ripped out, and now what is

1:33

left is just whoever's remaining there

1:35

right now, and it would probably be

1:36

impossible if uh or improbable, if not

1:39

impossible, to be able to make anything.

1:41

And so, I first wanted to talk a little

1:42

bit about that because I am not in the

1:45

video games industry. I don't know what

1:48

it takes to create uh an engine. I don't

1:51

know what it takes to maintain an

1:52

engine. I don't know what it takes to

1:53

move forward an engine. And we do have

1:55

with us a legendary game programmer,

1:57

Casey Muratori, who does engine work in

2:00

fact. And so I would just like to hear

2:02

some of your thoughts maybe from the

2:03

engine perspective of like how does it

2:05

is it just doomed to become yet another

2:08

Unreal 5?

2:10

>> Was that a pun?

2:11

Was that a Was that a pun?

2:12

>> It actually wasn't a pun. I didn't even

2:14

realize it was a pun until you said it,

2:15

but is it doomed? To become another

2:18

Unreal Engine game?

2:19

>> Bef- Before we attempt to to answer that

2:22

question, I wanted to talk about

2:24

something you mentioned in that lead-up

2:27

as well, which is you were pointing out

2:29

like fiscal year 2027. I

2:31

I don't know about you guys, but in my

2:33

mind, I imagine like Satya Nadella and

2:37

Asha Sharma and I don't I mean I guess I

2:38

don't know who runs the other divisions

2:40

there. Do they like get together for a

2:42

fiscal New Year's party? Like whenever

2:45

this year Like do they all Do they like

2:47

stay up till midnight and then they pop

2:49

the champagne and they're like, "Happy

2:51

New Year! Happy fiscal New Year!"

2:54

>> Like when it rolls over, they're like,

2:56

"New filings, SEC!" And they press it

2:59

and everybody freaks out and

3:01

>> And then they sing a song that's like

3:02

Old Lang Syne, but it's about, you know,

3:05

uh accountability margins or something

3:07

for so you know, or whatever.

3:08

>> Teach, production's down.

3:11

>> I don't concern myself with such

3:12

matters.

3:13

>> What do you mean production doesn't

3:14

concern you?

3:15

>> I've shipped 37, nay,

3:18

38 features today.

3:23

Teach always makes the [music] mess and

3:24

I always clean it up.

3:25

>> I'm better than that. I don't have to be

3:27

a janitor.

3:28

>> Someone has to be the adult around here.

3:30

>> I

3:31

>> Who Who is that?

3:32

>> It's me, your Westlake Godfather.

3:35

>> John John Carmack?

3:37

>> What? No, it's me, Trash.

3:38

>> Oh.

3:40

Wait. Are you here to finally get

3:41

management to understand software?

3:43

>> What? I'm a Westlake Godfather, not a

3:45

miracle worker.

3:46

>> Oh. Then why are you here?

3:48

>> I'm here to tell you about Sear by

3:50

Century,

3:51

>> [music]

3:51

>> the world's first AI debugger that

3:52

actually has access to all of your logs,

3:54

stack traces, code, commit history and

3:57

more. Code breaks, but you can get the

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fixed [music] faster with Sentry.

4:00

>> Who are you talking to?

4:02

>> What?

4:02

>> Build with AI.

4:04

Fix with Sentry.

4:06

I think there's a couple of problems

4:08

here with trying to answer it. Uh we can

4:10

talk about some abstract stuff, but the

4:12

the biggest problem or the thing that I

4:14

don't know is we have like no like I

4:16

don't know any inside stories or

4:19

anything from the people there and what

4:22

happened, right? So everything is on the

4:25

table. Like everything from

4:29

uh literally they just got handed layoff

4:31

notices. So like, you know, a

4:33

substantial portion of the engine team

4:35

just wakes up in the morning to like a

4:37

thing where like someone from HR told

4:39

them

4:40

that you don't have a job anymore.

4:42

All the way to like they were approached

4:45

and said, "Look, we need people to do

4:49

programming on stuff because we want to

4:51

build out these other properties like

4:53

Minecraft and Forza or what Well, not

4:56

Forza, that playground has their own

4:57

engine team, but um

5:00

you know, these other properties we have

5:01

King like we want to put put you on

5:04

these other things and you'll be a

5:05

centralized engine division. Um and they

5:07

were like, "We don't want to do that. We

5:09

would rather take voluntary layoff or

5:11

something." Like, you know, I literally

5:13

just have no idea. So I don't feel like

5:16

I can really comment on anything

5:17

specific to the id software layoffs with

5:20

layoffs with no with no data, right?

5:22

Because there's there

5:25

it's not good. So it's not like there's

5:27

any out There's not there really isn't

5:29

probably anything where I would be like,

5:31

"Yeah, great." Unless it was they were

5:33

approached with something and they all

5:35

decided, "Screw this. We're going to go

5:36

form our own company." and took a

5:37

voluntary and and now we're going to

5:39

have like a new like id thing somewhere

5:41

else. I suppose that would be good. Um

5:44

but short of that, there's there's no

5:45

real like way to spin this as a good

5:47

outcome probably, but how bad this is

5:51

depends a lot and how

5:54

um

5:55

how like frowned upon I would say that

5:57

the behavior by Microsoft was is is a

6:00

sliding scale based on what really

6:02

occurred and I just don't know. Is that

6:04

fair?

6:04

>> Yeah, yeah, yeah, that's fair. I wasn't

6:06

really trying to look for like the the

6:07

moral side of things. It was more of

6:09

like is it possible for id to continue

6:12

being id and being, you know, its own

6:14

game engine producing these kind of

6:16

technical masterpieces as I often see

6:18

people claim the Doom series is. Uh is

6:21

it possible with the gutting or is it I

6:23

mean just in your experience as a as an

6:25

engine creator, how hard is it to move

6:28

forward when you have a significant

6:30

portion of your team gone?

6:32

>> I mean it really depends on what you're

6:35

going to be doing and like what that

6:37

what the moving forward

6:40

requires, right? So, the first thing

6:43

I'll say is that in sort of modern

6:46

in modern engine development

6:49

usually the the bottleneck, if you have

6:52

good engine people, the bottleneck is

6:54

not like that we had to sit down and

6:56

write some code for this engine.

6:59

Um in other words, the stuff that Fable

7:00

does or whatever, right? Uh usually that

7:03

is not going to be your super the hard

7:05

part of the problem, right? The harder

7:07

part of the problem is usually on two

7:10

other on like two other

7:12

um

7:13

in two other domains. One is just

7:16

figuring out what actually should be

7:19

built at all, right?

7:21

>> Yeah.

7:21

>> And this is basically active research

7:23

into like what is our strategy going to

7:25

be for like dynamic lighting? What's our

7:28

strategy going to be for like level of

7:31

detail? Like those sorts of things.

7:33

Uh those technologies sort of they

7:36

change shape over time

7:39

because the underlying capabilities of

7:41

the hardware change, and so every so

7:45

often there are like you have their dis-

7:47

discontinuous. So, you know, previously

7:50

we were doing things without ray

7:52

tracing, and then we get enough hardware

7:55

to make ray tracing make sense, or we

7:57

make enough software progress to figure

7:59

out ways to do ray tracing in ways we

8:01

weren't doing it before that make it

8:02

economic

8:03

uh to do so.

8:05

And now we have to like re-architect the

8:06

way their engine is working. And that it

8:09

again

8:10

well, sometimes and certainly for

8:12

novices it can be the case. Uh

8:15

sometimes, you know, you look at that

8:17

and be like, "Oh, well, so it's all

8:18

about writing this code." No, like

8:19

that's not the hard part for experts.

8:21

The hard part is knowing what you are

8:23

supposed to do. What are the algorithms?

8:25

What's all the math have to be? How does

8:27

it all work out cleanly? How does it all

8:29

move through the system at a at a fast

8:31

enough speed? All of that stuff requires

8:33

a lot of experimentation, a lot of

8:35

testing. And if you look at stories from

8:37

people who have done like the sort of

8:40

big technical pushes, there's often just

8:42

a lot of that. It's like, "Well, we

8:43

tried this, and we tried this, and we

8:44

tried this." You know, you could go look

8:46

at the um presentation by the guy who

8:49

made Nanite, for example, and you'll

8:51

hear that. You can go look back at John

8:53

Carmack's stuff, or Michael Abrash's

8:54

stuff

8:55

uh that he put out uh when they were

8:57

working on Quake. There's just a lot of

8:59

like, "We had to try this, we tried

9:00

this, we tried this. We finally found

9:02

that this was the right thing, right?"

9:04

And so,

9:05

um

9:06

that requires currently uh a lot of just

9:11

people. Because for every one of those

9:14

that you want to try to do

9:15

experimentation on, somebody's got to be

9:17

sitting there doing it. Uh and even if

9:20

you are buying into the new like AI

9:22

future, whatever, uh AI still need a ton

9:26

of guidance for that kind of work. They

9:28

need somebody there to like tell them

9:30

what to do constructively, and to build

9:31

test cases, and to say, "I need you to

9:33

try doing this." And then to look to see

9:35

if they actually did that right, or if

9:36

they they screwed something up, you

9:37

know. And so

9:39

>> Let me jump [clears throat] in there for

9:40

a second, too. Even if you could do all

9:41

the looping and all the fancy words that

9:43

they say, let me give you some AI speak.

9:45

Even if they could do all that looping

9:46

and all that, the actual getting the

9:47

data out and all that could take some

9:49

amount of time. And so that loop itself

9:51

could for each one of these experiments

9:53

could cost you 10, 20,000 dollars worth

9:55

of stable time plus

9:57

>> Sure.

9:57

>> two weeks of actually running,

9:59

gathering, testing, running, gathering,

10:00

testing and test. So it's like it's not

10:03

a it's not just like a oh, just put AI,

10:05

it just makes it free. It's like no, it

10:06

could actually also cost a large chunk

10:08

of money plus the engineers' time.

10:10

>> And and I just like I haven't seen a lot

10:12

of evidence that there's any kinds of

10:14

significant speed-ups happening yet in

10:16

that domain where it's like oh yeah,

10:17

like we can just now you know,

10:20

some studio got it to the point where

10:21

like one engine coder can just kick off

10:23

tons of agents and run all the

10:24

experiments and it it works out. Like

10:26

maybe that's a future that can exist,

10:28

but like no one has that at the moment.

10:31

And so this So just to answer your

10:33

question, so

10:35

So

10:36

depending on how much of that you

10:38

envision doing

10:40

that changes pretty dramatically the

10:42

kinds of budget that you're going to

10:44

need for the technical side, right? And

10:47

that's like prong one.

10:49

>> Hey guys, if you like this episode, then

10:50

you can watch the rest of it on Spotify.

10:52

And don't forget to LIKE AND SUBSCRIBE.

10:56

SEE YOU LATER.

10:57

>> BOOT up day

11:00

five [music] code

11:01

>> [singing]

11:01

>> errors on my screen

11:05

terminal coffee

11:07

>> [laughter]

11:07

>> and hair

11:09

living the

11:11

dream.

Interactive Summary

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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