Last weekend marked the four-year anniversary of Ludicon. I started Ludicon because I believed that working independently would let me do my best work. Building software on my own, I can move fast, take risks, and focus on problems others don’t consider practical, or slow down and go deep into rabbit holes without having to justify myself. I’m happy with the quality of the work I’ve produced, excited about what is yet to come, but disappointed with its commercial success so far.
In retrospect, 2022 was not a particularly good time to start a game middleware business. In that year alone the game industry saw 8,500 layoffs. That trend would continue getting worse and has not stopped yet.
Middleware was already in a steady decline. Unity, Unreal and others offered complete engines with no upfront costs. The question was no longer whether a third-party component was better than what you’d write yourself, but whether it was better enough to justify replacing what the engine already provides. It rarely was. Epic’s acquisition of RAD in 2021 marked the end of that era: the last major independent vendor of core runtime technology was now part of an engine. By the time I started working on Spark in 2022, engine consolidation had won.
Against that backdrop, the business case was ambiguous, but my hope was that with reduced headcounts, long-term research into core technology would slow down and outsourcing that technology would become more attractive.
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