The Unity boss slammed to criticize mobile developers who do not prioritize revenue generation

Unity boss and former EA boss John Riccitiello has been criticized for his comments regarding mobile developers not seeking to squeeze revenue generation from their smartphone games.

Riccitiello raised his eyebrows as he discussed developers who do not prioritize revenue generation as part of their creative process.

“It’s a very small part of the gaming industry that works that way,” Riccitiello told, “and some of these people are my favorite people in the world to fight with – they are the most beautiful and pure, ingenious people. are also some of the biggest fucking idiots. ”

Eurogamer Newscast: In a year’s short on Sony and Microsoft’s exclusive, is this Switch’s best yet?

The quote – and in particular the last sentence – was widely criticized on Twitter, including by Donut County creator Ben Esposito, who saw his creation constantly torn off.

Anger at Riccitiello has also been fueled by this week’s announcement that Unity is spouting to buy Ironsource, a company that focuses on monetizing smartphone games through in-app advertising, just two weeks after Vice reported that 263 employees had been fired when Unity reassessed “corporate priorities”.

In a speech to, Riccitiello said the mobile gaming industry had changed and that it was no longer the case that developers “throw their games over the wall to the publisher and the sales force without literally any interaction beforehand”.

“This model is embedded in the philosophy of a lot of art forms and media, and it’s one I have deep respect for; I know their dedication and care,” he continued, “but this industry divides people between those who still cling to the philosophy.and those who massively embrace how to figure out what makes a successful product.And I do not know a successful artist anywhere who does not care what their player thinks.This is where this cycle of “Feedback is coming back and they can choose to ignore it. But choosing not to know at all is not a big call.”

“I’ve seen great games fail because they set their forced loop to two minutes when it should have been an hour. Sometimes you would not even notice the product difference between a massive success and a huge failure, but for this tuning and what it does there is not a developer on the planet who does not want that knowledge. ”

Leave a Comment