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Doom developer id reportedly cut in half as part of Xbox layoffs
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Doom developer id reportedly cut in half as part of Xbox layoffs

By Jay PetersJuly 7, 2026·Source: The Verge·9 views

The Verge has reported that id Software, the storied studio behind the Doom franchise, has lost roughly half its workforce as part of the sweeping layoffs currently rolling through Microsoft's Xbox division. Citing Game Developer, the report puts the number of redundancies at more than ninety people, with the studio's quality assurance department described as being among the hardest hit.

To understand why this particular cut lands differently from the general noise of tech-sector downsizing, it helps to know what id Software represents and the moment at which this is happening. Founded in the early 1990s and responsible for essentially inventing the first-person shooter as a commercial genre, id is one of the most historically significant studios in the medium. Microsoft acquired id's parent company, ZeniMax Media, in 2021 for nearly seven and a half billion dollars, a deal that was framed at the time as a signal of serious, long-term ambition for Xbox Game Studios. id was a crown jewel in that acquisition — a studio with a proven engine technology in id Tech, a globally recognised franchise in Doom, and a recent critical track record that included Doom Eternal, which was widely praised on release. Buying that kind of institutional knowledge is expensive. Cutting it in half, so soon after the acquisition, invites hard questions about what Microsoft actually intended to do with it.

The broader context is a Microsoft gaming division that has spent the past year and a half in a state of near-continuous contraction. After completing the even larger acquisition of Activision Blizzard, Microsoft has conducted multiple rounds of Xbox-related layoffs, shedding thousands of roles across studios that, in some cases, had only recently been brought into the fold. Tango Gameworks, the studio behind the surprise hit Hi-Fi Rush, was closed outright. Arkane Austin, another ZeniMax property, was also shut down. The pattern that has emerged suggests Microsoft is rationalising its studio portfolio aggressively, prioritising either blockbuster franchises at scale or cost reduction, and in some cases pursuing both simultaneously in ways that appear to contradict each other.

The likely reading of the id situation is that it follows the same internal logic, however difficult that logic is to defend publicly. Doom is a franchise Microsoft will almost certainly want to continue — it generates revenue, carries brand recognition, and anchors a segment of the core gaming market that Xbox needs. But maintaining a full studio headcount between major releases is expensive, and the QA function, which tends to be staffed heavily during active development cycles and then left in a difficult position during quieter periods, is a predictable target for cuts. The fact that QA appears to have absorbed a disproportionate share of the redundancies, if the sourcing reported by Game Developer holds up, fits a pattern seen across the industry in which testing and quality roles are treated as contingent rather than foundational, despite being essential to shipping functional products.

The consequences here are layered. For the individuals affected, losing employment at a studio of id's stature mid-cycle is a serious professional disruption in a games industry that is broadly contracting right now, meaning the usual soft landing of moving to a competitor is harder to find than it would have been two or three years ago. For id itself, losing half a workforce is not a wound from which a studio simply recovers by hiring back at the next project's green light. Institutional knowledge about engine behaviour, about franchise history, about what has and has not worked in development — that walks out the door with the people who carried it, and it does not return when the next contract is signed. For Microsoft, this reinforces a reputational problem that has been building across its gaming acquisitions: the company is increasingly seen as a buyer that struggles to translate the cultural and creative value of the studios it purchases into coherent long-term strategy.

There is also a signal here for the broader industry, particularly for independent studios weighing acquisition offers from platform holders. The ZeniMax deal was once held up as evidence that a large, well-resourced publisher could absorb beloved studios and give them stability. The experiences of Tango, Arkane Austin, and now id Software tell a more complicated story.

What to watch for next is whether id Software's core leadership remains intact and whether any communication emerges around the status of the next Doom project. If the franchise continues on a compressed team, the quality and timeline of whatever comes next will say a great deal about how much institutional damage has actually been done. Equally worth watching is whether Microsoft's Xbox leadership offers any substantive public account of where its studio strategy is actually headed — because the current picture, assembled from a series of layoff announcements and studio closures, does not suggest anyone has fully mapped the destination.

Originally reported by The Verge. Read the original article

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