Xbox studio id Software has deepened its technical partnership with MachineGames after losing half its staff during broad workforce reductions at Microsoft. The strategic collaboration aims to streamline technology sharing and accelerate development across major first-person shooter franchises following executive restructuring.

Key Facts
- id Software lost roughly 50 percent of its workforce during recent Xbox studio layoffs under CEO Asha Sharma.
- id Software is deepening its technical collaboration with Wolfenstein maker MachineGames to build future titles.
- MachineGames continues to utilize id Software's idTech engine across its flagship releases.
- Romero Games rescoped its FPS project down to 16 developers after losing Xbox funding last year, PC Gamer reported.
During a press briefing celebrating the release of the Revelations downloadable content expansion for Doom: The Dark Ages, id Software studio co-director Marty Stratton outlined how the studio is adjusting to recent organizational shifts. Stratton confirmed that about half of the studio's personnel exited as part of an ongoing reset initiative directed by Xbox chief executive officer Asha Sharma. Despite the significant headcount reduction, leadership executed a targeted restructuring effort to preserve long-term operational viability across both game development and technology departments, IGN reported.
To maintain strong production capabilities, id Software is now working more closely than ever with fellow Bethesda developer MachineGames. The two studios have historically maintained a close relationship, but current efforts focus on shared core engineering and technology alignment. Stratton noted that joint technological initiatives between the developer of Doom and the creator of Indiana Jones and the Great Circle actually commenced earlier in the year prior to the studio workforce reductions.
MachineGames has long relied on id Software's proprietary idTech game engine for its projects, including the modern Wolfenstein titles. Aligning engineering talent between both studios enables smoother iteration cycles and shared technical assets as new projects move forward. Executive leadership at Xbox and Bethesda studio head Jill Braff have both publicly stated a desire to double down on core gaming franchises and reduce production timelines.
With id Software wrapping up support for Doom: The Dark Ages following its summer expansion release, industry speculation centers on potential joint development for MachineGames' next project. Studio head Jerk Gustafsson previously indicated that MachineGames was not finished with the Wolfenstein series, raising expectations for a third main installment. Additionally, Amazon is actively developing a television adaptation based on the Wolfenstein property, increasing commercial incentive to deliver a new entry efficiently.
The operational shifts at id Software mirror broader turbulence affecting first-person shooter creators connected to Xbox. Veteran designer John Romero, co-creator of original classics like Doom and Wolfenstein, experienced similar disruption when Xbox canceled funding for an unannounced shooter at Romero Games last year. The sudden loss of corporate backing forced Romero Games to downsize its 110-person development team down to just five core staff before rebuilding to a 16-person team, PC Gamer reported.
Romero Games has since secured a new, unannounced external publisher to bring a rescoped version of its action game to market. John Romero revealed in an interview with VGC that the studio retained full ownership of its intellectual property, code, and graphics created during the Xbox partnership. The team redesigned the title into a tighter experience that leverages existing assets, operating with complete creative freedom under their new publishing agreement.
Romero emphasized that working with smaller engineering teams offers distinct structural advantages, including the ability to pivot design directions within hours. He noted that historically, his most acclaimed titles were produced by lean teams rather than expansive studio structures. The contrasting paths of id Software and Romero Games highlight how developers across the industry are adapting their workflows to remain viable amidst ongoing corporate realignments.
Background
The current restructuring across Microsoft's gaming division stems from broader strategy adjustments aimed at boosting efficiency and focusing resources on key intellectual property. Under Chief Executive Officer Asha Sharma, Xbox has undergone organizational resets that included budget cuts, canceled projects, and staff layoffs across multiple internal studios. These measures have pressured development teams to streamline operations and shorten production cycles for major titles.
Both id Software and MachineGames came under Microsoft's corporate umbrella following the acquisition of parent company ZeniMax Media. Prior to the acquisition, MachineGames built its reputation by rebooting the Wolfenstein franchise using id Software's idTech technology stack. The shared underlying tech foundation has historically allowed both developers to exchange tools, rendering improvements, and engine enhancements across their respective production pipelines.
Why It Matters
The closer integration between id Software and MachineGames indicates how major publishers may increasingly rely on shared technology and collaborative studio models to mitigate massive team downsizing. For players, this structural shift could mean faster release cycles for established franchises like Wolfenstein and Doom, though reduced studio headcounts continue to reflect a volatile landscape for game development talent.
Illustration: AI-generated image, not a photograph of the event.
Sources
- IGN: Xbox's Doom, Wolfenstein Developers Working 'More Closely Than Ever' Following Xbox 'Reset' Layoffs
- PC Gamer: Romero Games has a new publisher for the game Xbox abandoned, but its 110-person team is now just 16 devs: 'I needed to basically design a new game that could use as much of that stuff as possible'