Double Fine founder Tim Schafer says the wave of game industry layoffs sweeping through major publishers no longer makes sense to him, and he isn’t shy about saying so. Speaking publicly about the state of development, Schafer admitted he can no longer square the economics of a business that keeps cutting staff even after shipping successful games.
Schafer, whose studio was acquired by Microsoft in 2019 and now sits under the Xbox Game Studios umbrella, has watched colleagues across the industry lose their jobs at an alarming rate. His frustration boiled over into a blunt assessment of what’s driving it. “I assume it’s someone being greedy somewhere,” he said, capturing a sentiment shared by a lot of developers who have spent the past few years watching studios shrink, merge, or disappear entirely regardless of how well their games perform.
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Why game industry layoffs keep happening despite hit releases
The comment lands at a moment when success no longer guarantees job security. Staff who worked on Battlefield 6, a title that landed a genuinely strong launch, were let go not long after the game shipped. That pattern, cutting teams loose right after a release rather than before or during production, has become distressingly familiar across the sector.
It isn’t isolated to one publisher either. Xbox alone has closed multiple internal studios and folded others together over the past couple of years, even as it continues to release critically praised games. The result is an industry where commercial success and continued employment have become disconnected in a way that even veteran developers like Schafer struggle to rationalise.
Xbox’s studio shake-up, from closures to mergers
Microsoft’s restructuring efforts have taken several forms. Some studios have been shut down outright, while others have been absorbed into larger teams under the banner of “efficiency.” One notable example was folding Obsidian into Bethesda, a move that consolidated two well-known RPG developers under one roof rather than keeping them as separate, fully staffed studios.
Xbox has followed a similar playbook elsewhere, merging Playground Games and Turn 10 into one studio despite both having distinct racing pedigrees and separate fan bases. These moves are typically framed as ways to streamline resources, but for the developers involved, they often mean redundancies, relocations, or the quiet cancellation of long-running projects.
At the same time, Xbox’s messaging around its studios has been inconsistent. The publisher is reportedly stepping in to rescue Hideo Kojima’s Physint, a high-profile project, even as it trims headcount elsewhere. That contrast, protecting some big-name bets while cutting loose teams behind commercially solid releases, is part of what makes the current climate so hard for insiders to read.
What Schafer’s comments reveal about developer morale
Schafer isn’t a newcomer venting about an industry he doesn’t understand. Double Fine has been making games since 2000, and he has weathered multiple boom-and-bust cycles in that time. When someone with that much institutional knowledge says the economics no longer add up, it signals something deeper than a single bad quarter or one disappointing launch.
Part of the confusion stems from how disconnected layoffs have become from actual game performance. A studio can ship a beloved, profitable title and still see staff let go within months. That breaks the traditional logic developers have relied on for years, namely that shipping a hit buys some breathing room before the next round of belt-tightening.

The broader implication is a growing trust gap between publishers and the people making their games. When job security depends on factors that have little to do with a title’s reception, it becomes harder for developers to plan careers, negotiate fairly, or feel confident recommending the industry to newcomers.
What it means for players and the wider industry
For players, the practical effect is fewer experienced teams working on the sequels and follow-up content they’re waiting for. Studio mergers and closures often delay projects, shift creative direction, or shelve them altogether, even when the underlying game was well received.
For the industry, comments like Schafer’s add to a mounting body of public criticism from developers who feel publishers are prioritising short-term cost cutting over long-term studio health. Whether that pressure translates into any real change in how publishers manage headcount remains to be seen, but the frustration is clearly not going away.
Frequently asked questions
What did Tim Schafer actually say about the layoffs?
Schafer said he no longer understands the economics of game development given how often studios cut staff despite releasing successful titles, adding that he assumes greed is behind much of it.
Why is Xbox closing and merging so many studios?
Microsoft has framed the closures and mergers, including folding Obsidian into Bethesda and combining Playground Games with Turn 10, as efficiency measures, though critics argue they mostly reduce headcount and creative independence.
Did Battlefield 6’s success prevent layoffs?
No. Staff who worked on Battlefield 6 were let go after the game’s launch despite it performing well commercially, which is part of what prompted Schafer’s comments about the industry’s broken logic.
Is Double Fine affected by these layoffs?
The source material does not indicate Double Fine itself has faced cuts, but the studio operates under Xbox Game Studios, the same publisher responsible for much of the restructuring Schafer is criticising.



