When Anne Barrett was laid off from Bethesda Game Studios Austin, it happened in a two-minute Teams call. Cameras off. Microphones off. A studio manager read a prepared statement, warned staff their Slack access would be cut shortly, and that was it. Seven years of her career, at the studio she had wanted to work at since college, ended before she could say a word.
Barrett is one of 3,200 Xbox employees laid off following a July 6th email from Xbox CEO Asha Sharma under the heading “Resetting Xbox” – the most significant restructuring in Microsoft’s gaming history. 1,600 of those roles were eliminated immediately. Studios including Bethesda Game Studios, ZeniMax Online Studios, id Software, and Bethesda Game Studios Montreal were all affected.
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The human cost of it has largely been buried under the business headlines. The Guardian’s reporting brought some of those stories into focus, and what the affected developers said about the state of AAA gaming deserves more attention than the stock figures get.
What Has Been Lost
The layoffs at id Software, creator of Doom and Quake, cut 136 staff – reportedly a majority of the studio’s workforce. VFX artist Derek Best described in a LinkedIn post that the developer had effectively been reduced to “support studio size.” Bethesda Game Studios took a different kind of hit: fewer redundancies in raw numbers, but specific people with years or decades of accumulated knowledge gone in an afternoon.
“I don’t know how you create games at the quality level we were without the institutional knowledge that’s been lost,” Barrett said. “We have proprietary tech. Our titles have a very well-known visual identity. And when you lose the people who built the tech, when you lose the people who were improving it, you can’t just throw new people at that problem, right? You can’t replace an artist with someone brand new and say: ‘Now replicate what they were doing 15, 20 years ago.'”
It’s not just that people lost their jobs – it’s that the expertise that made those games what they are doesn’t transfer automatically to whoever is left, or whoever gets hired next. Alex Nguyen, a union bargainer still employed at Bethesda Games Studios Dallas, described losing colleagues who had been at the studio for decades. “They did everything that was asked, they were very passionate, they were great at their jobs. Outstanding employees. It never made any sense.”
The Wider AAA Problem
Image Via Bethesda
Barrett’s assessment of what the industry has lost tracks with a pattern that has been building for years. “There’s been a loss of sight over why AAA games were so valuable to players,” she said. “It wasn’t just that they were big and shiny. It was that the studios had the resources to invest in creativity. What I see now is the same formula over and over and over again. In any entertainment industry, if you do that enough times, people get tired of it.”
The evidence supports that. The last decade of AAA gaming has been defined by safe sequels, live-service pivots, and games released in states that required years of patching to reach what they’d been marketed as. Cyberpunk 2077 was in development since 2012 and still launched broken. Battlefield 2042 followed the same pattern a year later. Fallout 76, Overwatch 2, Mass Effect Andromeda. The list of big-budget releases that promised something and delivered something else is long enough that it stopped being surprising. Players started accounting for it in their buying habits.
Alex Nguyen put the structural problem plainly: “Publishers have to be prepared for multi-year development cycles. If that cost is too high, or those timelines are too long, then the game needs to scale back in some way. That might mean more indie and AA games and fewer blockbuster titles. What doesn’t work is investing in a long-term game product, and expecting profits on a yearly basis.”
That tension – between the cost of making a modern AAA game and the financial quarter it needs to justify itself in – is probably the most honest explanation for how the industry got here. Studios grew too fast during the pandemic boom. Publishers expected that growth to sustain indefinitely. When it didn’t, the headcount reductions came faster and harder than anyone had anticipated, and the people who paid for that miscalculation weren’t the executives who made it.
But What Is Next For AAA?
For the individuals affected, the immediate reality is stark. Morgan Goin from ZeniMax Online Studios described checking whether they’d had enough food and water that day. “I feel like I’m grieving,” Goin said. Simon Préfontaine, a single father who was at Bethesda Game Studios Montreal, lost not just his income but his health insurance in a country where that has real consequences. “I’ve heard of other people who have been laid off for over a year and haven’t been able to find work,” he said.
Unions at Bethesda and ZeniMax are in active effects bargaining with Microsoft over severance packages. Rallies have taken place outside studio buildings across North America. Microsoft has stated it offered severance terms including up to 39 weeks of pay and six months of company-paid health coverage. The union’s response was that the employer “has not made enough substantial movement to care for the very real consequences impacted members are facing.” That back-and-forth is ongoing.
The last decade of AAA gaming has been defined by safe sequels, live-service pivots, and games released in states that required years of patching to reach what they’d been marketed as.
At least 1,600 more cuts are still to come under the Xbox reset. The games those people were working on – in some cases for years – will either be delayed, scaled back, or canceled. Barrett’s warning about institutional knowledge applies across every studio that took hits in July. You can’t restructure your way to better games by removing the people who knew how to make them.
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Date Founded
June 28, 1986
Parent Company
Microsoft
Headquarters
Rockville, Maryland, United States

