ZeniMax Online Studios' Headcount Back to 2015-2018 Levels Post-Layoffs
Games

ZeniMax Online Studios' Headcount Back to 2015-2018 Levels Post-Layoffs

authorBy Hideo Kojima
DateJul 12, 2026
Read Time3 min

ZeniMax Online Studios, the acclaimed developers behind the popular online role-playing game Elder Scrolls Online, have recently experienced a significant restructuring, resulting in a workforce size reminiscent of their 2015-2018 period. This shift follows substantial layoffs, largely linked to the discontinuation of their ambitious 'Blackbird' MMO project. Despite these changes, senior figures within the studio are conveying a message of continuity and commitment to their flagship title.

During the Elder Scrolls Online Tavern event in Hesse, Germany, insights into the studio's current state were shared. Jason Barnes, the Associate Design Director, and Jessica Folsom, the Associate Director of Community Management, confirmed that the studio's team is now comparable in size to when they developed the highly regarded Wrothgar and Summerset downloadable content expansions for Elder Scrolls Online. This period is fondly remembered by fans for delivering rich and expansive additions to the game world. The developers emphasized that this return to a leaner team structure does not signal an end to new content development or a transition to a mere maintenance mode for the game.

The recent layoffs, which impacted 213 employees at ZeniMax Online and an additional 136 at id Software, are part of broader workforce reductions within Xbox-owned studios. The decision to downsize ZeniMax was notably influenced by the cancellation of 'Blackbird', a project that had previously driven a period of rapid expansion for the studio. This situation echoes a similar narrative from id Software, which also indicated its current team size aligns with that during the development of 'Doom' (2016).

While some might view these statements as a public relations maneuver to mitigate negative perceptions following the layoffs, it raises questions about the long-term implications of such significant workforce changes. The loss of experienced personnel, many of whom were brought on during a period of growth and for specific projects, undoubtedly alters the dynamics and capabilities of a development team. The argument that a return to a past headcount is not necessarily a step backward ignores the evolution of game development over the last decade and the specialized expertise that may have been lost.

Comparing the current situation to other studios like Bungie and BioWare, which have also undergone multiple rounds of layoffs, highlights a recurring pattern in the gaming industry. These companies, despite striving to reclaim past glories, often find that workforce reductions, even if leading to a "golden age" headcount, do not automatically restore the innovative output or efficiency of previous eras. The talent, experience, and collective knowledge of those affected by layoffs are invaluable, and their absence can have a profound impact on future projects and the overall creative trajectory of a studio. Therefore, any attempt to frame these layoffs as a necessary or beneficial "course correction" risks undermining the contributions of those who were let go and fostering a narrative that overlooks the human cost of corporate restructuring.

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