Business Big Tech Layoffs Megathread - Techbros... we got too cocky...

Since my previous thread kinda-sorta turned into a soft megathread, and the tech layoffs will continue until morale improves, I think it's better to group them all together.

For those who want a QRD:


Just this week we've had these going on:

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But it's not just Big Tech, the vidya industry is also cleaning house bigly:

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All in all, rough seas ahead for the techbros.
 
In any case - Tesla seems a bit chaotic right now. If I were in the market for a new car Tesla would have been my top choice 6 months ago (they drive pretty nice). Now I'd probably put off any purchases for another 6 months to see what the company looks like.

Between the hot air being pumped into the economy by the Fed?: The green grift subsidies for EV makers? The hate-boner the media has for Musk so turgid that they will report a leaky roof in an office as the end of the company? And the fact he himself is an autist with the attention span of a goldfish and no layers of boardroom to slow him down when he decides to run off and ride bikes halfway through a meeting? I contend it's functionally impossible to predict the health of that company beyond the next 5 minutes.....
 
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Who
It's the group that made KerbalSpaceP
In recent weeks, reports have surfaced that Take-Two is shuttering Kerbal Space Program 2 developer Intercept Games and OlliOlli World developer Roll7. Now, IGN has learned that not only are these closures imminent, but they are a part of a larger move by Take-Two to either sell off or shut down the entirety of its indie label, Private Division.

Earlier this month, Take-Two CEO Strauss Zelnick told IGN that Take-Two "didn't shutter" its owned indie studios Intercept Games and Roll7. At the time, that was technically true; both studios are currently operational, but they won't be for long. Speaking to multiple anonymous sources familiar with the matter, IGN has independently confirmed that Intercept Games is set to close on June 28, following a notice period required by the Washington State WARN Act. Roll7, too, is similarly winding down, though a small team remains to tie up loose ends.

Meanwhile, Take-Two wants to offload Private Division, one way or another. In February, IGN understands employees were told layoffs were imminent, but not given specifics on how many, why, or what was happening. Then, at the end of April, employees of the label were told by management that Take-Two would no longer support Private Division, at which time almost all the staff were laid off.

A small crew remains to support the remaining announced games with which Private Division has publishing deals: Moon Studios' No Rest for the Wicked (which is currently in early access), Wētā Workshop's Tales of the Shire, and an untitled project from Game Freak. Take-Two has backed out of two other publishing deals it had previously agreed to under the label - one previously reported deal with Bloober Team, and another sources described to us that would have been with Ghostrunner developer One More Level.

The people at Private Division were amazing, talented, passionate individuals who loved what they did.

Though Private Division and its associated studios appear in danger of vanishing entirely, Take-Two is looking for other options...albeit with mixed success. The publisher has been in talks to find a buyer for the Kerbal Space Program IP, with or without Intercept Games attached. IGN has learned that discussions took place for such a deal with strategy game publisher Paradox Interactive, but fell through, and it's unclear if another buyer will materialize in time.

Take-Two is also in discussions to sell off Private Division, and has found interest from a private equity firm. Though a deal has not been agreed upon yet, sources were aware that conversations are being facilitated in part by individuals with connections to Moon Studios leadership. But two of my sources expressed apprehension about such a deal and its connections, citing a 2022 VentureBeat report alleging "oppressive" work conditions at Moon Studios. One source I spoke with confirmed that "everything" in the report was "true and worse" and another called the studio's founders "cruel" and "a nightmare" to work with.

All those I spoke to for this story expressed frustration at Take-Two leadership for alleged mismanagement of the label, and called out chief strategy officer and Private Division head Michael Worosz for poor leadership and mismanagement. Sources say the label was often saddled with unreasonable sales targets, and pressured to release games before they were ready, with Kerbal Space Program 2 being a notable recent example. And yet, all of those I spoke to shared feelings of sadness surrounding the fate of Private Division, citing the team's sincere mission to help smaller, independent studios, especially those that were newer and less established.

"The people at Private Division were amazing, talented, passionate individuals who loved what they did and also really cared about each other as a team and as people," one person said. "We loved our projects, we worked hard, and we fostered a great environment internally. I would love to work with any of them again. The pain point was always Take-Two and associated leadership forcing our hand. The whole layoff situation proved what we already felt. Take-Two could not care less about its employees."

Take-Two declined to comment for this piece; Moon Studios did not respond in time for publication.
 
Indian management is moving jobs to India & Mexico at Google:


  • Google is laying off at least 200 employees from its “Core” organization, which includes key teams and engineering talent, CNBC has learned.
  • As part of the unit’s reorganization, the company will hire corresponding roles in Mexico and India.
  • “Announcements of this sort may leave many of you feeling uncertain or frustrated,” Asim Husain, vice president of Google Developer Ecosystem, wrote in an email to his team last week.

    Just ahead of its blowout first-quarter earnings report on April 25, Googlelaid off at least 200 employees from its “Core” teams, in a reorganization that will include moving some roles to India and Mexico, CNBC has learned.
    The Core unit is responsible for building the technical foundation behind the company’s flagship products and for protecting users’ online safety, according to Google’s website. Core teams include key technical units from information technology, its Python developer team, technical infrastructure, security foundation, app platforms, core developers, and various engineering roles.

    At least 50 of the positions eliminated were in engineering at the company’s offices in Sunnyvale, California, filings show. Many Core teams will hire corresponding roles in Mexico and India, according to internal documents viewed by CNBC.

    Asim Husain, vice president of Google Developer Ecosystem, announced news of the layoffs to his team in an email last week. He also spoke at a town hall and told employees that this was the biggest planned reduction for his team this year, an internal document shows.

    “We intend to maintain our current global footprint while also expanding in high-growth global workforce locations so that we can operate closer to our partners and developer communities,” Husain wrote in the email.
    Alphabet has been slashing headcount since early last year, when the company announced plans to eliminate about 12,000 jobs, or 6% of its workforce, following a downturn in the online ad market. Even with digital advertising rebounding recently, Alphabet has continued downsizing, with layoffs across multiple organizations this year.

    Chief Financial Officer Ruth Porat announced in mid-April that the company’s finance department would undergo restructuring, entailing layoffs and moving positions to Bangalore and Mexico City. The company’s search boss, Prabhakar Raghavan, told employees at an all-hands meeting in March that Google plans to build teams closer to users in key markets, including India and Brazil, where labor is cheaper than in the U.S.

    The latest cuts come as the company enjoys its fastest growth rate since early 2022, alongside improving profit margins. Last week, Alphabet reported a 15% jump in first-quarter revenue from a year earlier and announced its first-ever dividend and a $70 billion buyback.

    “Announcements of this sort may leave many of you feeling uncertain or frustrated,” Husain wrote in the email to developers. He added that his message to developers is that the changes “are in service of our broader goals” as a company.
    The teams involved in the reorganization have been key to the company’s developer tools, an area Google is streamlining as it incorporates more artificial intelligence into the products. In February, Google announced a major rebrand of its chatbot from Bard to Gemini, the same name as the suit of AI models that power it.

    Alphabet is gearing up for its annual developer conference, Google I/O, on May 14, where the company traditionally reveals new developer products and tools underway during the prior year. Husain said in a memo explaining the developer changes that generative AI is at an “inflection point.”

    “Recent advances in Generative AI across the industry, including Google’s Gemini, are changing the very nature of software development as we know it,” Husain wrote.

    In a separate email, Pankaj Rohatgi, Google’s security engineering vice president, told his team, “In order to optimize for our business goals, we are expanding work to other locations, which will result in some role eliminations and proposed role eliminations.”

    The Core layoffs also include the governance and protected data group, which will be at the center of regulatory challenges facing the company, particularly as lawmakers across the globe focus more on developments in AI. The European Union’s Digital Markets Act, which went into effect in March, aims to clamp down on anti-competitive practices in tech.

    Evan Kotsovinos, Google’s vice president of governance and protected data, addressed the upcoming changes last week.

    Kotsovinos in an email said the team’s success means responding to “escalating regulatory focus” and is contingent on “moving faster.”

    Raghavan, Google’s senior vice president overseeing search, recently referenced heightened competition, a more challenging regulatory environment, and slower organic growth as the company’s “new operating reality.”

    When reached for comment, Google confirmed the Core reorganization and layoffs, and a spokesperson told CNBC that employees will be able to apply for open roles within Google and to access outplacement services.

    “As we’ve said, we’re responsibly investing in our company’s biggest priorities and the significant opportunities ahead,” the spokesperson said in an email. “A number of our teams made changes to become more efficient and work better, remove layers and align their resources to their biggest product priorities.”
 
They didn't make money. The Evil within 1 and 2 were sales flops sadly.

Ghost wire was middle in sales as well.
Late response but it's not just middling really, all 4 games were bombs by the standards of a large company like Zenimax and Microsoft. We know this simply because you can't find official Zenimax sales numbers for any of the games, which is 99% of the time a sign of low sales numbers. Any search you do just leads to vgchartz who just pull numbers out of their ass. But even if you followed those numbers TEW sold like a million copies up front and then vanished, TEW2 didn't even reach a mil.

And Ghostwire and Hi-Fi both were absolute colossal failures by comparison. The limited sales charts we do get access too were not good. Ghostwire didn't crack the top 10 on the NPD the month it came out, Hi-Fi didn't crack the top 20. Sales were low in UK and Japan too (a few of the places we actually get official info from.)

Ghostwire hit 6 million "players" (aka not units sold, people who played it via a sub service) after about a year and a half and Hi-Fi Rush hit 3 million "players" after about half a year. Just incredibly bad numbers for games that are "free." Plus, we already knew Hi-Fi was a disappointment shortly after launch anyway cause Jeff Grubb (iirc) had it leaked to him. Microsoft denied the rumor of course and said they were more than happy with the performance, but, pretty obvious time has proven that leaker correct.

I am a big Shinji Mikami fan but it's not really a surprise Tango was shut down at all. Just flop after flop. Probably would have been shut down sooner if Microsoft hadn't bought them honestly. Also a last thing to keep in mind is that there was news going around that week something along the lines of "Microsoft say they need more smaller games 1 day after shuttering Tango" but it's essentially clickbait. Hi-Fi Rush was in development for 5 years, it's not some big AAA project but it wasn't a small game either. Just all the more reason to shut them down from Microsoft's perspective. It sucks ass but the writing had been on the wall for years frankly.
 
new death from our great friends at Sweet Baby

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Just Cause developer Avalanche Studios Group has closed its studios in New York and Montreal and laid off 50 employees.

In a brief statement on its website, Avalanche said the layoffs will impact roughly 9 percent of employees worldwide. "This is an exceptionally difficult decision, but we believe it's necessary to ensure a stable and sustainable future for the company," it wrote.

"Our focus is now on supporting all Avalanchers through this challenging time. We're grateful for the invaluable contributions of those leaving and remain committed to creating incredible gaming experiences for our players."

Avalanche was formed over two decades ago and previously boasted five studios in Stockholm, Malmo, Liverpool, New York, and Montreal. It has worked on franchises including Just Cause, Rage, Mad Max, and theHunter.

Avalanche opens and closes Montreal studio in the blink of an eye
Today's news adds to the ongoing wave of layoffs decimating the video game industry and its workforce, with major companies often citing a need to become more sustainable in the face of a turbulent economy when announcing those cuts.

Avalanche has now joined that cohort, but it won't be lost on some that the company has chosen to shutter its Montreal studio just eight months after it was established.

Avalanche Montreal officially opened its doors in October 2023 after Avalanche acquired and integrated Monster Closet's development team into its studio hierarchy. The Montreal team was tasked with "joining the development of current and future IPs," but has now been put out to pasture.

Prior to expanding in Montreal, Avalanche entered into a collective bargaining agreement with its Swedish employees after a 100-strong group sought to unionize. That two-year contract will apply to all Sweden-based employees and standardize salary and benefit frameworks.
...
Avalanche Studios has announced they’ve closed their New York and Montreal development studios amidst laying off around a portion of their staff.

After closing up their New York and Montreal studios, Avalanche only has branches remaining in Stockholm, Malmo, and Liverpool. Around 9 percent of their total staff were also laid off as part of the closures.


Here’s the full word from Avalanche Studios:

A statement from Avalanche Studios Group

Since its inception over two decades ago, Avalanche Studios Group has grown to encompass five locations worldwide: Stockholm, New York, Malmö, Liverpool, and Montreal.

Today, we regretfully announce the closure of two of those locations: New York and Montreal. This means we’ll be parting ways with around 50 valued friends and colleagues, which represents roughly 9 percent of Avalanchers worldwide.

This is an exceptionally difficult decision, but we believe it’s necessary to ensure a stable and sustainable future for the company.

Our focus is now on supporting all Avalanchers through this challenging time. We’re grateful for the invaluable contributions of those leaving and remain committed to creating incredible gaming experiences for our players.

Avalanche Studios Group
 
Good to hear google's demographics continue to grow and change
 
So I asked this question in another thread but it's something in my mind I actually would like an answer to
This has me thunkening- can/will/are LLMs making inroads on the endless -analysis jobs? Data analysis/quantitative analysis/information technology analysis/data processor, all that type of stuff? I haven't heard of it so far, but then pajeets don't seem to have made inroads in those areas either, which puzzles me.
Is the actual processing of such data really beyond both llms and pajeets?
 
So I asked this question in another thread but it's something in my mind I actually would like an answer to

Is the actual processing of such data really beyond both llms and pajeets?
Pajeets can't be bothered to read error messages much less data trends, so they're out.

On the LLM side, the problem is probably a mix of context size and the fact that LLM's have a habit of dropping some data in favor of what the model identifies as more important data points. Its useful as it avoids overmatching, but its really bad for analysis. Context size just means it can only keep so much 'stuff' in its mind at once, so for a useful analysis it has to chop up the data, and every chopped section is likely to have a bit of information thrown out by that overmatching resistance. Repeat this on all the data, then reprocess the condensed data and chop again, then repeat over and over until you've got stuff fitting into the single context memory - then you can ask it questions about that repeatedly cut down, smoothed, reprocessed data. And even then, its explanations are limited - if you ask for more details, it won't have them, its gone through so many layers of disconnection from the original data it can't retag and reprocess.

In theory, you can push the context size limitlessly. In practice, its an exponential performance cost on queries you make to the model, not to mention the training cost. It might take hours on a serious computational system if you want to get 10x or 20x the context size, which is still only tens of thousands of data points at best.

Realistically, you'd need an expert system and not an LLM to parse the data and prepare it in such a way that an LLM can present it, using the model as a front end on an already curated data set to turn poorly worded customer questions into structured queries for the expert system to run and provide results on.

At the end of the day, LLM's are extremely robust text prediction engines, that use their training to build a model of how to respond to various things, in a hardcoded way. The context element is the 'dynamic' data where it knows what was said before, or other information it might be fed in the moment to help guide it. An LLM will tell you 2+2=4 not because it knows math, but because it knows thats what every answer in the training set to that question was. A really smartly build LLM interface might recognize its math, and use a web call to run the question through wolfram alpha, then take that answer as context and build a sentence. At no point does it actually know how it got there. If you ask it to explain its math, it'll provide an explanation based on training data of people doing that. Its smoke and mirrors all the way down.
 
Dude. Thumbnails. You don't have to insert the whole image.

As for Microsoft, none of this is surprising. Microsoft was already becoming a shitty place to work, in the industry (I know it's laughable given the salary figures in play here) it was known as a company that didn't pay as well, but it was a good place to coast. What the pajeet has done is remove the relaxed atmosphere, demanded everyone work like they work for the bald Lex Luthor looking faggot at Amazon, but don't want to pay for it. Don't feel bad for the employees though, they make enough money and their kvetching is idiotic when you compare their compensation to what average salaries in a normal IT job are.
 
My Bosses are learning this the hard way, as a project outside my space is now a million dollar disaster with contractual deadlines rolling up - Turns out that buying something then telling the developers "turn it on" will get you an out of the box configuration that doesn't account for any of the six hundred undocumented organizational processes that are needed for it to operate.

Agile can be nice, but blind agile is retarded for anything greater in scope than an office pizza order.
 
tactical nuke leak
People are saying don't threaten me with a good time.
add a 4/5 mark for sweet baby death pool
(remember the man babby meme about x about sweet baby)
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A new rumor claims that Warner Bros. Discovery is having internal discussions about shutting down Rocksteady after the developer’s Sweet Baby Inc. influenced Suicide Squad: Kill the Justice League game instantly became a financial failure and forced the company to take a $200 million impairment charge on the game.
During the company’s first quarter earnings results webcast, Chief Financial Officer Gunnar Wiedenfels stated, “Starting with Studios, the $400 million+ year-over-year decline during Q1 was primarily due to the very tough comp we faced in games against the success of Hogwart’s Legacy last year in the first quarter, in conjunction with the disappointing Suicide Squad release this past quarter, which we impaired, leading to a $200 million impact to EBITDA during the first quarter.”

Weidenfels had previously detailed during the company’s fourth quarter 2023 earnings webcast, “This year, Suicide Squad, one of our key video game releases in 2024, has fallen short of our expectations since its release earlier in the quarter, setting our games business up for a tough year-over-year comp in Q1.”

...
Furthermore, she noted, “Rocksteady Studios’ co-founders and studio heads also departed the company back in 2022. Rocksteady is a shell of the company it used to be and we saw this happen recently with Embracer Group and Volition, a company that had 30 years of experience under their belt and it sounds as though Warner Bros is planning to pull the plug on Rocksteady, too. ”

“They have no other games publicly announced and there does not seem to be any confidence in them anymore. Even back in 2016 we got the Batman: Arkham VR game that was developed by Rocksteady and the new Batman: Arkham Shadow VR game is being done by Camouflaj. Only time will tell. Doesn’t seem like the future is very bright for Rocksteady,” she concluded.
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