#layoffs
10 article(s)

Project Sirius: Layoffs Hit The Witcher Multiplayer Spin-off
The Witcher multiplayer spin-off is hitting turbulence. Project Sirius team members have been caught in layoffs while CD Projekt Red juggles the Songs DLC and other projects tied to the franchise. A warning sign for a project that has shown little to the public, raising serious questions about the studio's ability to manage multiple fronts simultaneously.
Halo Studios: Contractors Out, Full-Time Staff Safe
Contractors at Halo Studios have lost their jobs in recent days. An internal Xbox source insists that no permanent employees were affected. The distinction may seem technical, but it reveals a widespread approach to workforce management in the industry—and a convenient one when headcount needs adjusting without triggering media alarm. What this says about the studio's actual state warrants closer examination.

Halo Campaign Evolved: Layoffs Begin Before Launch Window Closes
Halo Studios has already cut contractor positions, including at least one producer who worked on the project since Halo Infinite. It's unsurprising in the Xbox ecosystem, but the speed of the move says something about how Microsoft manages headcount: ship the game, turn off the tap, never mind what's left to do.
Double Fine Cuts 23 Jobs Three Weeks After Xbox Independence
Twenty-three Double Fine Productions employees are out of work just three weeks after Tim Schafer's studio officially severed ties with Xbox to reclaim independence. The timing raises a hard question: was the studio's newfound autonomy purchased with a pre-planned restructuring, or is Double Fine now discovering the real cost of flying without Microsoft's safety net?

Vermila Studios Folds Six Months After Crisol: Theater of Idols Launch
Vermila Studios has laid off its entire staff less than six months after launching Crisol: Theater of Idols. The game failed to find its audience, and the studio is paying the price. A trajectory that once again illustrates the brutal reality of the independent market: shipping a game is no longer enough to ensure a studio's survival, even when the project is finished. The question isn't whether it was avoidable, but what it says about the state of the industry.
Red Rover Interactive Lays Off Staff Before Shipping Any Game
Red Rover Interactive, a studio founded just three years ago, announces restructuring that includes layoffs — before even releasing its first game. A scenario growing all too common in the industry, but particularly stark here: no commercial product has shipped, no market performance can be assessed. What's collapsing is a promise, not a completed project.

IO Interactive Loses Xbox Partnership on Project Fantasy, Announces Layoffs
IO Interactive is hitting serious turbulence. The Danish studio behind 007 First Light just lost its main backer for Project Fantasy — presumed to be Xbox — and is announcing layoffs in the same breath. A double blow for a studio that seemed to have found its footing post-Hitman. What this rupture reveals about the fragility of ambitious projects outside established franchises, and what it means for First Light's future.
Ubisoft Barcelona Strikes: 51 Jobs, a Collective Response
After shuttering studios in Belgrade and Winnipeg, Ubisoft announced 51 potential job cuts in Barcelona. Twenty days later, affected employees chose to strike. This labor action raises a question that extends beyond the Spanish studio alone: how much can Ubisoft compress its global development network before internal resistance becomes a structural factor?

Destiny Was Never Profitable: The Bitter End of a Franchise
Twelve years after launch, the Destiny franchise shuts down without ever achieving stable profits. The revelation closes the book decisively: Bungie kept a structurally unprofitable live service alive for a decade, paying the price through waves of layoffs and gradual absorption by Sony. For players who invested thousands of hours in their Guardians, the question is no longer how to mourn the game — it's how a franchise this visible managed to operate at a loss for so long.
Women in Gaming: Regression Is Real, and the Numbers Prove It
Women in Games France releases its annual report, and the findings are unambiguous: after years of modest progress, women's representation and conditions in the video game industry are sliding backward. This isn't perception—it's data. For a sector that proudly claims to be progressive, the gap between rhetoric and reality has become impossible to ignore.