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Metal Hellsinger studio closing as part of Funcom layoffs
Game Reviews

Metal Hellsinger studio closing as part of Funcom layoffs

by admin October 6, 2025


The Outsiders (AKA Funcom Stockholm) – responsible for Metal Hellsingers and Metal Hellsingers VR – has been impacted by layoffs. As a result, the studio will be closing. The studio consisted of roughly 60 staff according to the official Funcom website.

Through a social media statement posted by The Outsiders founder David Goldfarb, the closure was announced. It reads: “I have not had much time to process the news but all of us at The Outsiders and Funcom Stockholm have been affected by the layoffs at Funcom and our 10 year old studio will be closing.

“Many of us had survived a near-death studio experience years back when Darkborn was cancelled and because of the team’s loyalty and refusal to quit, Metal: Hellslinger was born. It will always be a high point for me personally and I will be forever grateful we got to make it and for the wonderful team and partnerships that made it happen.”

Watch the Metal Hellsinger launch trailer here!Watch on YouTube

Goldfarb stated the studio hoped to create something even better, and that the impacted developers want to try to “continue on in some new form”. He then requested help, be it through business leads, placement for affected employees, and more.

This comes shortly after Funcom announced layoffs last week, as the studio declared its intention to focus on Dune: Awakening’s ongoing live service support. The full scope of how many employees have been laid off across the full repertoire of Funcom offices remains unclear.



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October 6, 2025 0 comments
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Payday Developer Cancels Its Dungeons & Dragons Game Project Baxter, Resulting In Layoffs
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Payday Developer Cancels Its Dungeons & Dragons Game Project Baxter, Resulting In Layoffs

by admin October 3, 2025


Payday developer Starbreeze announced yesterday that it has ceased development of Project Baxter, its cooperative game set in the Dungeons & Dragons universe. The cancellation will result in layoffs at the studio.

Project Baxter was first announced in December 2023 with a 2026 launch window, and was billed as an Unreal Engine 5-developed cooperative multiplayer Dungeons & Dragons game. It was also described as a live-service game, though the extent of which was never made clear. Project Baxter was slated to launch on all major platforms and would have supported cross-play.

Although we don’t know what state Project Baxter was in for Starbreeze to abandon the game, the company states that after a strategic review, its management and the board of directors determined it would be financially healthier to divert the resources allocated to Project Baxter to “accelerate the growth” of its flagship Payday franchise.

“This was a difficult but necessary decision,” said Adolf Kristjansson, CEO of Starbreeze. “Our strategy is clear: Payday is one of the most iconic IPs in gaming, with unmatched reach and potential. By focusing our investment and talent here, we can accelerate delivery, engage players with more content, and reinforce Starbreeze’s position as the clear leader in the heisting genre. This is about sharpening our focus to create the strongest long-term value for our players, our people, and our shareholders.”

Payday 3

Although Starbreeze states that some of the Project Baxter development team will be reassigned to other projects (mostly Payday), it plans to let go of 44 employees and contractors in an effort to “enable Starbreeze to become cash-flow positive in 2026.”

“I want to sincerely thank the Baxter team for their passion and creativity, and express appreciation to Wizards of the Coast for their support,” says Kristjansson. Though we have made the decision to not continue forward with this project, we are proud of what was achieved in Baxter, and those contributions will carry forward into Payday and the future of Starbreeze. By concentrating our efforts on Payday we give Starbreeze and all our employees the best chance to succeed.”

Starbreeze’s last release, Payday 3, was released in September 2023 in a troubled state and failed to hit sales expectations (here’s our review). This resulted in the departure of then-CEO Tobias Sjögren less than six months later. In December 2024, 15 percent of Starbreeze’s staff were laid off. Kristjansson became the new CEO in March of this year. 

Project Baxter joins several high-profile cancellations this year, which include Monolith Productions’ Wonder Woman, EA’s Black Panther, Square Enix’s Kingdom Hearts: Missing-Link, Xbox’s Perfect Dark and Everwild, and Avalanche’s Contraband. 



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October 3, 2025 0 comments
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As the videogame industry continues to be hammered by layoffs, Netflix is offering up to $840,000 per year for a new Director of Generative AI for Games
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As the videogame industry continues to be hammered by layoffs, Netflix is offering up to $840,000 per year for a new Director of Generative AI for Games

by admin October 3, 2025



Will Netflix ever actually develop and release its own big-budget videogame? That remains an open question, but it still seems determined to try—and it sure seems determined to do it using generative AI. The company is now on the hunt for a Los Angeles-based Director of Gen AI for Games, and it’s willing to pay an awful lot of money to whoever takes the role.

“We’re seeking a visionary and pragmatic Head of Gen AI to lead the strategy and application of Gen AI across our games organization,” the job listing (via Kotaku) states. “This role sits at the intersection of technology, product, and creativity—driving how we leverage cutting-edge AI to create meaningful, novel, and scalable experiences for players.

“You’ll serve as a key partner to our game studios, technology and platform teams, and leadership. Your mandate is to shape and scale our approach to Generative AI, from core capabilities to in-game features to entirely new forms of play, anchored in both what’s technically feasible and what’s compelling for players.”


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Prospective candidates will need to have at least 10 years experience in the industry, “demonstrating a comprehensive understanding of the end-to-end game development lifecycle, from concept to live operations,” along with various other qualifications. In exchange for their service, Netflix is prepared to pay—along with a comprehensive benefits package—a salary range of $430,000 – $840,000.

I find this help wanted ad particularly interesting in the broader context of Netflix’s efforts to muscle in on the videogame business. The company brought on former EA and Facebook executive Mike Verdu as vice president of game development in 2021 and launched its first in-house game studio in 2022. But two years later, the studio closed without even announcing a project, much less releasing one.

Shortly after that, Verdu transitioned from VP of games to VP of GenAI for Games; four months after that, he transitioned into a guy who doesn’t work at Netflix anymore. And now it wants a new guy.

Directors may be cheaper than VPs (emphasis on the “maybe,” I really don’t know) but even if that’s the case, the salary on offer here, especially at the upper range, has not gone unnoticed amidst the seemingly endless deluge of layoffs that have plagued the game industry for years—which, I must mention, includes cuts at Netflix-owned Night School, the developer of the Oxenfree games, earlier this year.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

“Sorry, there’s just no money for new projects” “we have to lay off hundreds of people to cut costs” “that show/game/studio has been canceled and closed due to lack of profits”

— @kendrawcandraw.bsky.social (@kendrawcandraw.bsky.social.bsky.social) 2025-10-03T16:54:29.054Z

Netflix wants to pay someone half a million dollars a year to be “director of genAI for games”.
Your first Unity tutorial project makes you overqualified.

— @coil.bsky.social (@coil.bsky.social.bsky.social) 2025-10-03T16:54:29.006Z

I am not going to lie – if Netflix wants to pay me half a million a year to tell them that GenAI is a scam and should be avoided this is a service I am willing to provide. I will say it REAL SLOW.

— @willwarmstrong.bsky.social (@willwarmstrong.bsky.social.bsky.social) 2025-10-03T16:54:29.123Z

Netflix is certainly making no bones about its commitment to generative AI: In May the company said it plans to start showing “AI-generated interactive advertising” in 2026, and in July co-CEO Ted Sarandos gushed about the money and time saved by using generative AI instead of a conventional VFX team in its show The Eternaut, saying, “We remain convinced that AI represents an incredible opportunity to help creators make films and series better, not just cheaper.”



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October 3, 2025 0 comments
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After layoffs, cancellations, and controversy, ZA/UM UK staff unionise as the Workers' Alliance
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After layoffs, cancellations, and controversy, ZA/UM UK staff unionise as the Workers’ Alliance

by admin October 2, 2025


“I think the workers at ZA/UM all agree that we have something unique at the studio that we want to preserve for years to come.” Marketing manager Poppy Ingham handles social and communications for the studio behind politics-laden RPG Disco Elysium. Today, though, she’s speaking on behalf of the ZA/UM Workers’ Alliance – a new union set up to represent a subset of UK-based employees at the company.

“The more I’ve worked here, the more I’ve realised that what we have is a unique makeup of people, and the union is a large effort to solidify that,” says UI/UX designer and fellow union rep Declan Keane. “Instead of thinking about what the next year will look like, we’ll be working together, taking what we’ve learned already and doubling down on that. I want to play the games that this team makes.”

Declan Keane

Staff protection isn’t an abstract issue for ZA/UM employees, who lost around two dozen colleagues to layoffs early last year – approximately a quarter of the studio’s staff at the time. The redundancies followed the cancellation of a standalone expansion for Disco Elysium, the beloved detective story which first made ZA/UM’s name.

“Any project cancellation is devastating,” Ingham says. “Especially when, at that time, we were a small studio.” During the redundancies, Ingham estimates that ZA/UM was made up of between 40 and 60 staff. Today, it’s around 90. “So we were a very close-knit team.”

The committee that established the union did so to help staff feel safe and comfortable in their jobs. “That’s the main reason,” Ingham says. “We can exercise our legal rights should we need to. But mostly so we can try and have the studio work as a collaborative project between the workers and management. We like being here. We want to continue being here. So let’s try and get a seat at the table in the big management meetings.”

People power

The Independent Workers Union of Great Britain (IWGB) represents the new ZA/UM initiative. “However, our meetings are completely open to our other colleagues who might be based and employed by our Porto arm or our Tallinn arm, for example,” Ingham says. “So although we can only exercise legal protection for UK workers, we can still bring in other workers from around the world to feed in on what we’re doing.”

Poppy Ingham

In its recognition agreement, ZA/UM’s management has agreed to inform, consult, and negotiate with the union on key issues – like changes to pay, pensions, working hours, and holiday entitlement. “A lot of stuff to ensure the general safety and care of employees,” Ingham says. “We haven’t had to have any super difficult negotiations yet, but obviously in the future, it gives us that protection if we want to get down to the nitty gritty.”

When GDC released its annual State of Games Industry survey in January, it found that one in ten developers were laid off in 2024. “We believe a lot of that is because of the low collective bargaining power that workers have,” Ingham says. “In our case, we’ve had a couple of project cancellations and one set of redundancies. But I think the people who unfortunately did leave the company spurred us on to continue doing this, and put the fire in our bellies to push us over the line.”

That fire has fuelled the founders of the ZA/UM Workers’ Alliance over the year it’s taken to get the project up and running, including six months of intense work during the recognition process. “God forbid anything like [the layoffs] happens in the future,” Ingham says. “But if it did, we have that collective bargaining power.”

For Ingham, the aim is larger than protecting ZA/UM. “We were seeing cancellations and redundancies all over the industry,” she says. “So we really want to try and pave the way for other folks as well.”

Chequered history

It’s true that layoffs have wracked countless studios in recent years. But any discussion of worker issues at ZA/UM is received in a uniquely charged atmosphere. That’s thanks in part to Disco Elysium itself – the overtly political themes of which encouraged players to consider their relationship to companies and capital. And it’s partly the result of the acrimonious ousting of leading creative figures at the studio.

In an open letter to fans published in 2022, Disco Elysium game director Robert Kurvitz and art director Aleksander Rostov claimed that ZA/UM’s new owners had taken control of the company through fraud, pushing them out in the process. Meanwhile, ZA/UM CEO Ilmar Kompus accused Kurvitz and Rostov of creating a toxic environment, “intending to steal IP”, and “belittling women and co-workers”.

“It would be very short-sighted of a growing international company to tolerate such behaviour,” Kompus told the Estonian newspaper Estonian Ekspress, as translated by Google.

Disco Elysium | Image credit: ZA/UM

Since then, a cottage industry has emerged to provide commentary, explanation, and interpretation of ZA/UM’s troubles and controversies. “It’s been a super turbulent couple of years,” Ingham says. “Oh God, you’d open Slack and you wouldn’t know if you were expecting to see another podcast about the studio. You had no idea what was going to happen.”

A pair of journalistic documentaries by People Make Games, in particular, have shifted public opinion, encouraging empathy toward the staff who still work at ZA/UM. But the team now working on the espionage RPG Zero Parades: For Dead Spies has faced years of hostility – the dark side of fan support for Kurvitz, Rostov, and other key members of the original Disco Elysium team who are no longer part of the studio.

“I guess I can offer perspective because I’m the comms manager,” Ingham says. “The thing is, when people are telling us to go kill ourselves, I’m the person reading that. Or when people are saying, ‘Fuck management,’ I’m the person reading that. Management aren’t the ones reading that. We talk about the fans valuing workers, but the abuse they’re sending comes to the workers.”

“Recognising a union was core to our values as a studio”

Ed Tomaszewski, ZA/UM

Private Division co-founder Ed Tomaszewski was appointed as ZA/UM’s president in 2022.

“When we heard that the workforce was having discussions about unionising, what we did as a management team was come together to talk about that,” he says. “And when we did talk about it, it was clear that recognising a union was core to our values as a studio, to be providing fair working practices.”

Tomaszewski is keen to point out that, before union recognition, ZA/UM had already implemented 35-hour work weeks for UK staff, comprehensive Bupa private health insurance, £600 monthly childcare support, dedicated mental health resources through Oliva, up to 30 days of paid leave, “industry leading” parental leave, individual learning and development budgets, and an employee-led diversity committee. The company has also set up an employee stock option plan which distributes over 20% of company shares to staff globally.

“When we sat down for our first discussion [with the union], I was prepared to hear, ‘OK, here are all the problems at ZA/UM, and this is how a union is going to fix them, from a UK perspective,'” Tomaszewski says. “And what I was pleasantly surprised to hear was actually, ‘Things are not bad here. We have it pretty good, but let’s work together to make it even better.'”

Zero Parades: For Dead Spies | Image credit: ZA/UM

Since 2019, three ZA/UM games have been cancelled – a Disco Elysium sequel, a sci-fi RPG, and the aforementioned expansion that ended in layoffs. Does Tomaszewski understand why that might look like mismanagement?

“After the success of Disco Elysium and the energy that came from it, not only did the team think that they could do anything, but they thought they could do everything and all at once,” he says. “And so this was, I would say, a painful lesson for the studio to learn, where we got a better sense of what we were able to achieve as we moved along, but had to make painful decisions along the way.”

In the cases of those first two project cancellations, ZA/UM was in a financial position to simply move team members onto other projects. “However, with the latest cancellation, and given the financial realities of being an independent studio, we were not able to continue with a part of the team, which was around 20 individuals, give or take,” Tomaszewski says. “We did have to make the difficult decision to go through a period of redundancies there.”

Tomaszewski acknowledges that those layoffs made it difficult for remaining staff at ZA/UM to feel safe in their jobs. “I think in combination with that and the industry turmoil that was happening at the time and layoffs happening seemingly every day,” he says.

“I think all of that was a combination of bringing in some unease. And I think what initially helped was that a fairly large number of our employees going through that redundancy had union representation during those consultation meetings. So while we did not have a voluntarily recognised union, there still was union representation, which we felt was very helpful throughout that whole process.”

Differing points of view

A former principal writer on the cancelled standalone expansion, Dora Klindžić, told Sports Illustrated’s GLHF last year that “the mask has slipped from the face of capital.”

“What remains at ZA/UM is a cold, careless company where managers wage war against their own creatives,” she went on. “Where artistry is second to property, and where corporate strategy is formed by an arrogant disdain for their own audience.”

It’s not a characterisation of the company that Tomaszewski recognises. “Nor do I believe that current staff believe that as well, from the discussions that we’ve had with them,” he says. “Change is hard, and not everyone’s journey continues together. We do respect those who contributed to our past while we continue to build our future. But to answer your question, no, I don’t recognise that characterisation of our studio.”

Zero Parades: For Dead Spies | Image credit: ZA/UM

Ingham can’t personally relate to the way Klindžić describes ZA/UM. “That is not the studio that I’ve been working at for nearly four years,” she says. “And I wouldn’t want to comment on Dora’s lived-in experience, because it’s very, very different to my experience.”

Tomaszewski hopes that, in the future, ZA/UM will prove that it can both respect workers’ rights and push creative boundaries. “I, just like the rest of the team, want ZA/UM to be where the best creative talent wants to work, where they know they’ll be heard, where they’ll be valued and that they can do their best work,” he says. “And we believe that Zero Parades will be the proof point in that, where it is being created by a team that feels secure and empowered.”

Ingham says that the energy around unionising has given the team a boost in morale, and a sense of momentum.

“The hope for the future of ZA/UM is just to continue what we’re doing, but in a very secure and comfortable position now that we have the union established,” she says. “And to really challenge the studio and the studio’s management in the best way possible, to make sure that we’re putting ZA/UM out there as the best place to work in the industry – we take care of our staff, we have a union to push the things that we require, and we can preserve the talent that we have here.”

“The lack of collective bargaining power is definitely a part of the issues we’re seeing with the wider industry,” Keane says. “And we can fix that, and as an industry, do better. Hopefully, other people can look to us and think, if they can do it, so can we.”



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October 2, 2025 0 comments
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Starbreeze cancels Project Baxter, approximately 44 workers affected by layoffs
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Starbreeze cancels Project Baxter, approximately 44 workers affected by layoffs

by admin October 2, 2025


Starbreeze Entertainment has cancelled Project Baxter, its Dungeons & Dragons games-as-service title.

The decision was made following a strategic review, with the developer concluding “that resources are best deployed to accelerate the growth of [its] flagship Payday franchise.”

Part of the game’s development team will be relocated internally on other Starbreeze projects, while roughly 44 full-time employees and contractors will lose their jobs.

In a statement to Game Developer, the firm clarified that it could not provide an exact number of workers affected by layoffs due to union negotiations.

As a result of Project Baxter’s cancellation, there will be a non-cash impairment of approximately SEK 255 million ($27.2 million) in Q3 2025.

“This was a difficult but necessary decision,” said Starbreeze CEO Adolf Kristjansson. “By focusing our investment and talent [on the Payday franchise], we can accelerate delivery, engage players with more content, and reinforce Starbreeze’s position as the clear leader in the heisting genre.

“This is about sharpening our focus to create the strongest long-term value for our players, our people, and our shareholders.”

Kristjansson added: “I want to sincerely thank the Baxter team for their passion and creativity, and express appreciation to Wizards of the Coast for their support.

“Though we have made the decision to not continue forward with this project, we are proud of what was achieved in Baxter, and those contributions will carry forward into Payday and the future of Starbreeze. By concentrating our efforts on Payday we give Starbreeze and all our employees the best chance to succeed.”



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October 2, 2025 0 comments
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Dune Awakening developer Funcom suffers layoffs after biggest release in studio history
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Dune Awakening developer Funcom suffers layoffs after biggest release in studio history

by admin October 1, 2025


Dune: Awakening developer Funcom has announced it’s laying off staff today as part of a restructuring process across the studio, with an undisclosed number of staff losing their jobs.

In a statement to GamesIndustry.biz, the Norway-based developer stated it’s laying off staff as part of a restructuring effort towards: “releasing new content, features, and enhancements.”

The statement continues: “The transition from development to long-term live operation, while also building towards a major console release next year, will require us to restructure our teams and focus our resources from across projects and studios. Unfortunately, this also means having to say goodbye to cherished colleagues.

Watch the Dune: Awakening launch trailer here.Watch on YouTube

“This difficult process is starting now, and we cannot yet determine the exact impact. We are working to find new opportunities for those affected.

“Our focus now is to provide these team members with the support and guidance they need, and we ask for your understanding at this time as we will not make further comments during this process.”

Dune: Awakening, as mentioned both in the statement and widely reported, was a massive success for Funcom. The game had a Steam concurrent player count of roughly 190,000 players during its launch, with around 100,000 coming from a more expensive priority access version of the game. In recent months, the game is floating around roughly 20,000 concurrent daily players.

Funcom, a studio with ample history in both the MMO and survival game genres, had plans to continue supporting the game post-launch and recently rolled out its first major free update to the game. This, unfortunately, was not enough to stave off layoffs.



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October 1, 2025 0 comments
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Just Cause Devs Announce UK Studio Closure And Layoffs
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Just Cause Devs Announce UK Studio Closure And Layoffs

by admin September 30, 2025


Just Cause and Mad Max developer Avalanche Studios is closing up a studio in the United Kingdom and is laying off an undisclosed number of employees due to “current challenges to our business and the industry.”

On September 30, Avalanche Studios Group posted a short update on the company’s official site announcing that its UK development studio in Liverpool is being closed and that all employees will be “impacted.” Avalanche also confirmed in the same statement that layoffs are planned for its Swedish studios located in Malmö and Stockholm. The news of layoffs and a studio closure comes about two months after Avalanche and Xbox announced that the upcoming game Contraband was canceled.

Here’s Avalanche’s full statement as posted online:

In light of current challenges to our business and the industry, we have thoroughly reviewed how to best ensure Avalanche Studios Group’s long-term success. This review has led us to the difficult conclusion that we must make changes to our staffing and locations. As a result, we are proposing to close our Liverpool studio, and to initiate a collective consultation process, as required by UK law. This will impact all Avalanchers in Liverpool. The changes will also impact our other studio locations in Malmö and Stockholm, where we will reduce our workforce and restructure the teams to address our games’ needs.

Our immediate focus is to offer full support to all Avalanchers during this challenging time. Despite these changes, we remain deeply committed to providing amazing games to our passionate player communities.

Contraband was first announced back in 2021 and was going to be published by Xbox and developed primarily by Avalanche’s studio in Liverpool. However, four years later, we had heard very little about the game and its status. In August 2025, Xbox and Avalanche announced what most people expected: Development on Contraband was being halted as the studio “evaluated” the future of the game and its plans moving forward. And while the game isn’t mentioned directly in the statement above, it appears those involved with the evaluation have settled on layoffs.

This is just one of many, many, many layoffs to happen in the video game industry over the last few years as it becomes more expensive to develop bigger games and harder than ever to get people to play them, as titles like Fortnite, GTA Online, Call of Duty, and Roblox dominate the charts. And even if your game is a big hit, that doesn’t mean you’re safe.



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September 30, 2025 0 comments
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Plagued by Parts Shortage and EV Demand Uncertainty, GM Prepares for Layoffs
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Plagued by Parts Shortage and EV Demand Uncertainty, GM Prepares for Layoffs

by admin September 16, 2025


Automotive giant General Motors is preparing for layoffs at its assembly plant in Wentzville, Missouri.

Although the layoffs will be temporary, the majority of the workers at the plant will be affected, according to a letter sent to employees by the plant’s executive director and the local UAW representative.

GM’s Wentzville plant builds the company’s Chevrolet Colorado and GMC Canyon mid-size trucks, as well as the Chevrolet Express and GMC Savana full-size vans. The latter two are some of GM’s longest-running offerings and were rumored to be due for a complete EV revamp by 2026, but GM walked back on those plans, according to GMAuthority.

The reason for the temporary layoff—expected to last between September 29 and October 19—is a parts shortage.

GM didn’t respond to a request for comment from Gizmodo. We’ll update this post when we receive a reply.

The parts shortage is only the latest in a string of headwinds for GM, the major one being the Trump administration’s attack on the electric vehicle industry that caused the automotive giant to reevaluate its electrification strategy.

One of Donald Trump’s first courses of action as President was to initiate the repeal process of an electric vehicle consumer tax credit worth $7,500. Although the current tax credit was passed as part of President Joe Biden’s Inflation Reduction Act, an EV tax credit has existed in one form or another for more than a decade.

The tax credits are set to expire on September 30, plunging the electric vehicle industry into the great unknown.

That unknown caused GM to cut output at a major electric vehicle assembly plant, temporarily lay off workers, and indefinitely delay a shift at a Kansas City assembly plant that was set to produce electric Chevy Bolts later this year, Reuters reported in September.

GM’s (and America’s) EV test

Back in 2021, GM made a significant commitment to completely electrify its fleet of vehicles by 2035. A major roadblock for that vision has since arrived in the form of Trump-era EV policies.

According to CEO Mary Barra’s comments from last week, electric vehicles are still the company’s “north star.” Previously floundering demand is now looking up, too: sales of used electric vehicles rose 40% from last year in July, and GM’s own electric vehicle sales jumped to an all-time monthly record in August.

The company shared in a press release that although they are expecting strong demand in September as well, sales will “no doubt” be lower after the tax credits end.

“It may take several months for the market to normalize. We will almost certainly see a smaller EV market for a while, and we won’t overproduce,” Duncan Aldred, president of GM’s North America business, said in the press release.

The upcoming uncertainty is not just a test for GM, but a test for the U.S. at large. While EV demand flutters in the U.S. and Washington repeals key support for the industry, Chinese EV-makers like BYD enjoy government support as they ambitiously expand operations and global influence.

The demand might be slow-coming in the U.S. due to many reasons (one of which undoubtedly is the lack of EV charging infrastructure), but experts believe the future is still very much electric. Goldman Sachs analysts shared last year that they expect electric vehicles to make up 50% of global new car sales by 2035. 



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September 16, 2025 0 comments
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Clovers' Hideki Kamiya feels "very strong responsibility" to protect workers from layoffs
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Clovers’ Hideki Kamiya feels “very strong responsibility” to protect workers from layoffs

by admin September 16, 2025


Clovers studio head and chief game designer Hideki Kamiya feels “a very strong responsibility” to protect the studio during the current climate of industry layoffs.

In a wide-ranging interview with VGC, Kamiya said the studio has a “deep commitment” to its staff and wants to prioritise taking care of them.

“That means we can’t just say, ‘oh, the project has failed and didn’t go well, goodbye everyone.’ We really have a deep commitment to keep the company going for these people, who we’re grateful to,” he said.

“Of course, I understand there are circumstances that force large companies to make layoffs, but for us, that’s a route that we don’t want to go down. We want to take care of our staff.”

VGC noted there are less stories relating to layoffs, cancelled projects, and studio closures with Japanese companies compared to the West.

“I can’t say for sure since I don’t have experience in overseas development, but I feel that Japan does have a culture of respecting creators,” said Clovers CEO and president Kento Koyama.

“In the West, I imagine there’s always a constant push and pull between marketing-driven decisions and creative decisions. For us, we feel there is a willingness to place a bit more trust in the creative side.”

Kamiya added: “What it feels like when working with Japanese publishers is that the development culture feels closer to mind, and they tend to be more understanding towards creators.”

He also shared his thoughts on the cancellation of Scalebound, an action RPG developed by PlatinumGames and published by Microsoft Studios, suggesting things may have gone differently had they worked with a Japanese publisher.

“I don’t mean that the game would necessarily have been completed and released, but I imagine the process itself would have played out differently,” he said.

“For me personally, overseas publishers seem to have a much stronger desire to see a finished product as quickly as possible. If it had been a Japanese publisher, I feel they might have given us more leeway.”

Kamiya made it clear that the “failure of Scalebound was ultimately the responsibility of PlatinumGames, myself as director included.”

This experience hasn’t dissuaded him from working with overseas publishers, however. “I feel if the opportunity ever comes again, we’ll find a way to take advantage of both sides’ strengths.”

Speaking of PlatinumGames, Kamiya said he hasn’t received “any contact from them, officially or unofficially” regarding the founding of Clovers.

As for his feelings for the studio, Kamiya said the key point is that “the mindset towards game development is different” between the two studios.”

“Not to say one is better, one is worse, one is good, one is bad – they’re just different,” he explained. “And if the company and the individual don’t have the same mindset, then no one is happy.

Kamiya and Koyama also provided insight into Clovers’ partnership with Capcom, describing it as a “really beneficial”.

“Clovers was founded with funds from Koyama and myself, and it wasn’t a very large amount,” Kaymiya said. “But after going to Capcom and getting this Okami project, it allowed us to come into this office, hire staff, and step up the way we have, so it has been extremely beneficial for us.”

He made it clear, however, that Capcom has no capital involvement in their studio.

“Our company is funded solely by our own capital […] This is our own company, so in that sense, there’s no financial connection to Capcom.

“[This] means that the possibilities are basically endless. We would be interested in working with different publishers as well, possibly through self-publishing, so that’s definitely a part of our goal and strategy.”



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September 16, 2025 0 comments
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Bayonetta and Devil May Cry creator Hideki Kamiya believes Japanese publishers are "more understanding toward creators," as layoffs continue to rock the games industry
Game Updates

Bayonetta and Devil May Cry creator Hideki Kamiya believes Japanese publishers are “more understanding toward creators,” as layoffs continue to rock the games industry

by admin September 15, 2025



Japanese publishers are “more understanding toward creators,” said Hideki Kamiya, which partly explains why there have been fewer layoffs in the Japanese games industry.


Speaking to VGC, the Bayonetta and Devil May Cry creator discussed the current state of the industry and the difference between eastern and western studios.


“What it feels like when working with Japanese publishers is that the development culture feels closer to mind, and they tend to be more understanding toward creators,” said Kamiya, who’s worked with multiple publishers on both sides of the globe.

Okami sequel – Project Teaser TrailerWatch on YouTube


“I think of game development as a kind of invention,” he continued, using the likes of Bayonetta’s Witch Time and Okami’s Celestial Brush as examples. “My goal is always to build in a unique mechanic that only that game can have. On the Japanese side, my impression is that they see you’re trying to make a new invention. They understand the struggle of trying to give birth to something new, and they watch over the process with patience.”


By comparison, western publishers prefer the “sense of safety following an established format”.


“That’s where I see there’s a difference with publishers,” said Kamiya. “For foreign companies, if you’re trying to invent something new, because the shape of it isn’t clear yet, there tends to be pressure, like ‘show us something that’s taken shape more’. And if you look at the games themselves, like how first-person shooters were the popular thing for a while, I get the impression that they feel a sense of safety following an established format.”


Kamiya used Scalebound as an example – the Xbox One exclusive was a joint project between PlatinumGames and Microsoft but was ultimately cancelled. Here, the team was building a system to control both a human protagonist and a dragon simultaneously. “But there was no clear reference or format for us to follow for a game like that,” said Kamiya. “And I think that’s why it was easy for some to have doubts.”


And while Kamiya doesn’t believe Scalebound would’ve been published had it had a Japanese publisher, he did admit “it would’ve been different.”


“Japanese companies tend to be more open to new challenges, and I think the conversations would have been more positive, like, ‘Okay, so how should we approach this together?’,” said Kamiya. “For me personally, overseas publishers seem to have a much stronger desire to see a finished product as quickly as possible. If it had been a Japanese publisher, I feel they might have given us more leeway.”

Speaking on his desire to protect his new studio from layoffs, Kamiya said: “We really have a deep commitment to keep the company going for [our staff], who we’re grateful to. Of course, I understand there are circumstances that force large companies to make layoffs, but for us, that’s a route that we don’t want to go down. We want to take care of our staff.”


Kamiya has recently founded a new studio, Clovers, which is developing a sequel to Okami with Capcom. Back in March he joked about resurrecting Scalebound.

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September 15, 2025 0 comments
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