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Game Industry Layoffs, Near-Record US Spending: Three Layers

Jayden

Maintains the wage calculators and public-data regional information at 생활데이터랩, and analyzes technology, industry, and policy issues.

Published

Key points

  • US consumers spent $60.8 billion on video games in 2025, the second-highest annual total on record behind 2021's $61.7 billion. It is a calendar-year figure for the United States only.
  • Production employment moved the other way: 28% of respondents to GDC's 2026 survey of more than 2,300 professionals had been laid off within two years (33% in the US), and UK development headcount fell 4.5% to 27,347 by September 2025, ending 14 consecutive years of growth.
  • Layoff totals are secondary estimates assembled from public reporting, not disclosures. Depending on the aggregator, 2024 is counted at 14,600 to 15,631 and 2025 at 5,300 to 9,053; the 2026 figure of about 7,500 is a forecast.
  • Company results split. Microsoft reported XBOX content and services revenue down 10% in the quarter ended June 2026 (fiscal 2026 Q4), while Sony's Game & Network Services segment contributed to record consolidated operating income in the fiscal year ended March 2026.
  • Roughly 1,900 Blizzard workers ratified the industry's first union contracts on September 9, 2026, including a 14-month right to recall after a layoff notice. The layoffs came first and the contract after, which is an observed sequence rather than a measured cause.

On September 9, 2026, roughly 1,900 workers at Blizzard Entertainment ratified the first union contracts in the video game industry. One term had no precedent: for 14 months after a layoff notice, a worker keeps the right to be recalled to any open position across Blizzard's bargaining units [source: Communications Workers of America, 2026]. The year before that, American consumers spent more on video games than in any year but the pandemic peak.

Those two facts do not fit the question most people ask. "Is the game industry booming or collapsing?" assumes a single industry to answer for. Over roughly the same stretch, consumer demand held up, individual companies moved in opposite directions, and the number of people employed to make games fell in several of the places where it can be measured.

This article keeps those three layers apart, because most confusing claims about the games business collapse them into one. Each layer also runs on a different clock and a different map: the spending figures below are calendar-year and United States only, the corporate figures are fiscal-year and worldwide, and the workforce figures come from three countries and three different methods. Comparing them is useful. Averaging them is not.

Three layers, three directions

Demand held up

Start with the players. The Entertainment Software Association's 2026 Essential Facts reports that 67% of Americans aged 5 to 90 play video games at least an hour a week — 212.3 million weekly players. The average player is 37, 53% of men and 46% of women play actively, and 75% of American parents play weekly [source: Entertainment Software Association, 2026]. YouGov ran the survey from February 11 to 25, 2026, among 13,545 weighted respondents.

The ESA calls that count up 3%, or 7.2 million, from 2025, and the framing needs a qualifier. The 2025 edition surveyed 5,000 people; the 2026 edition surveyed 13,545 and also asked adults about their households so it could count players as young as five [source: Entertainment Software Association, 2025]. The design changed, so the gain is not a clean measurement of growth. What the number supports is a level: a very large, broadly distributed US player base.

Spending is firmer ground, because the comparison was published inside one release. US consumer spending on video games reached $60.8 billion in 2025 against $59.9 billion in 2024 — up 1.4% by the ESA's accounting, and the second-highest annual total on record behind 2021's $61.7 billion. Content took $52.4 billion of that; subscriptions grew 20%, and mobile 1% to $26.7 billion [source: Entertainment Software Association / Circana / Sensor Tower, 2026]. One note: the ESA first announced 2025 as $60.7 billion in February 2026, restated to $60.8 billion that March. Figures from different releases are not interchangeable.

Company results were uneven

Totals conceal direction. In its fiscal 2026 fourth quarter, ending June 2026, Microsoft reported More Personal Computing revenue of $12.9 billion, down 4%, and stated that "XBOX content and services revenue decreased 10%." The release noted results reflected "severance expense and impairment charges in XBOX" [source: Microsoft, 2026]. No headcount figure was disclosed, so the filing establishes that a reduction occurred without establishing its size. Note the clock: a fiscal year ending in June, worldwide, against the ESA's calendar-2025 figures for the United States alone.

Another platform holder moved the other way. In a filing to the US Securities and Exchange Commission, Sony Group reported that its Game & Network Services segment accounted for 36.8% of total segment sales including intersegment transactions in the fiscal year ended March 2026, that PlayStation Network had more than 120 million monthly active users as of March 31, 2026, and that game content and network services made up more than two-thirds of the segment's sales — a segment the filing says contributed to record consolidated operating income that year [source: Sony Group Corporation, 2026].

The two filings are not a contradiction but a layer difference: a market total can rise while one company's game revenue falls, and the numbers cover different periods and territories. Anyone who tells you the industry is thriving, or in freefall, is quoting one layer and calling it the building.

Production employment shrank

Here the direction reverses. In GDC's 2026 State of the Game Industry survey of more than 2,300 professionals, "over one in four (28%) survey respondents were laid off in the past two years, increasing to one-third (33%) for those in the United States, and half said their current (or most recent) employer has conducted layoffs in the past 12 months." By studio size the gradient was sharp: two-thirds of respondents at AAA studios said their companies had layoffs, against 33% at indie studios [source: GDC 2026 State of the Game Industry, 2026].

Two cautions belong beside those percentages. The sample is self-selected and self-reported, so 28% is not "28% of everyone working in games" — people who lost jobs may be likelier to answer. And the two figures measure different things: "my employer conducted layoffs" is a company-level rate, "I was laid off" a personal one.

A second body of evidence uses an unrelated method. TIGA, the UK games industry trade association, censuses company headcount instead of surveying individuals. Its fourteenth industry study found UK development headcount fell from 28,516 in May 2024 to 27,347 in September 2025 — 1,537 jobs, or 4.5% — ending 14 consecutive years of growth [source: TIGA, 2026]. TIGA is a lobbying association and published the figures alongside a tax-credit request; still, two unrelated methods pointing the same way is the strongest evidence here.

How many jobs disappeared is itself contested

Every layoff number you have seen is an estimate assembled from public reporting, not a required filing. The most cited aggregation, compiled by industry job-search organizer Amir Satvat, puts layoffs at 15,631 in 2024 and 9,053 in 2025, with an outlook near 7,500 for 2026. The same report sets a separate tracker's counts beside those: 14,600 for 2024 and 5,300 for 2025 [source: GamesBeat, 2026]. A union release in March 2025 cited the 14,600 figure [source: Communications Workers of America, 2025].

So the honest formulation is a range. Depending on who counts, 2024 saw between 14,600 and 15,631 layoffs, and the 2025 gap is wider — 9,053 against 5,300. The aggregator is candid about why: roughly a third of commonly cited layoff events are listed elsewhere with question marks, ranges, or no figures at all. The 2026 figure is a forecast. What survives is shape rather than level: both counts agree 2024 was the peak and 2025 materially lower.

What structure explains the gap — and what it does not

The features below are documented in primary sources and routinely offered as explanations for why employment fell while demand held. None has been measured as a cause of the layoffs. Read them as description, not causation.

Big-budget games carry nine-figure costs. The clearest primary evidence surfaced by accident: during Microsoft's 2023 trial with the US Federal Trade Commission, a Sony document was filed improperly redacted, showing The Last of Us Part II at $220 million over roughly 70 months and Horizon Forbidden West at $212 million over about five years [source: Game Developer, 2023]. Treat it as background — 2023 reporting on games released in 2020 and 2022, two data points rather than a series, silent on whether marketing is included, and saying nothing about averages or a rate of increase.

Revenue moved toward services and subscriptions. Sony's filing describes that shape: more than two-thirds of Game & Network Services revenue from content and network services, on a base above 120 million monthly active users [source: Sony Group Corporation, 2026]. US spending points the same way, with subscriptions up 20% in 2025 against 1% growth in mobile [source: Entertainment Software Association / Circana / Sensor Tower, 2026]. Recurring-revenue businesses are staffed and scheduled differently from packaged-release ones; how that affects total employment is not something any source here measured.

Ownership changed hands. Electronic Arts announced on August 4, 2026 that its acquisition by a consortium of the Public Investment Fund, Silver Lake, and Affinity Partners was complete: shareholders received $210 in cash per share, and the stock was delisted from Nasdaq [source: Electronic Arts, 2026]. Note what the statement did not contain: any mention of cost reductions, debt, or headcount. And no source verified here establishes that a change in ownership produces layoffs.

What developers think about AI is not a measurement of what AI did

Generative AI enters this story as survey items, and what they cover matters. In GDC's 2026 survey, 36% of respondents said they use generative AI tools at work — 30% at game studios, against 58% at publishing, support, and marketing companies. The share saying generative AI has a negative effect on the industry reached 52%, up from 30% a year earlier and 18% two years before that, while the share calling it positive fell to 7% from 13% [source: GDC 2026 State of the Game Industry, 2026].

That is sentiment data, and the climb in negative sentiment is real and steep. It is not a measurement of AI's effect on productivity, quality, or employment, and no source examined here measured whether generative AI adoption contributed to any layoff. The shortcut from "developers are increasingly negative about AI" to "AI is cutting game jobs" skips a measurement nobody has published.

The contraction was not uniform

Losses concentrated by studio size — the most consistent finding across methods. TIGA's census found the same gradient GDC's respondents reported, seen from the other side: in the UK the smallest studios added headcount, while studios above 15 employees shed roughly 1,800 roles. New studio formation dropped from 281 to 137, the lowest in 15 years, against 206 closures [source: TIGA, 2026].

Nor was the contraction global. According to the 2025 Korea Game White Paper, published by the Ministry of Culture, Sports and Tourism and the Korea Creative Content Agency, employment in South Korea's game industry rose 3.1% to 87,576 people in 2024, with production and distribution accounting for 62.0%, or 54,285 jobs [source: ZDNet Korea, 2026]. We could not read the white paper itself and verified these through Korean press coverage — government statistics at one remove.

The base years do heavy work here, and mixing them up produces a false statement. The UK figure is as of September 2025; the Korean figure is for calendar 2024, a year or two earlier than the ESA, TIGA, and GDC data. The defensible statement is that the direction of change differed by region in the years each was measured — not that Korea is growing while the UK shrinks right now. The Korean figure blocks an overgeneralization: contraction where it was measured was not a uniform worldwide collapse.

Layoffs were followed by institutional responses

The same GDC survey that recorded the layoff figures also found that "82% of US-based respondents support the unionization of game industry workers" [source: GDC 2026 State of the Game Industry, 2026].

Organizing took a shape built for an industry of short projects and frequent job changes. In March 2025, game workers in the United States and Canada launched United Videogame Workers-CWA Local 9433 with the Communications Workers of America and the American Federation of Musicians, announced at that year's GDC in San Francisco. It is a direct-join union, open to freelancers, laid-off workers, and independent developers, designed, in the union's words, "to build power across the industry without the obstacles and delays that employers can impose during the traditional union certification process" [source: Communications Workers of America, 2025] — a union describing its own purpose, to be read as such.

Which returns the story to September 2026. After two years of bargaining, roughly 1,900 CWA-represented workers at Microsoft-owned Blizzard Entertainment ratified first contracts covering bargaining units including World of Warcraft, quality assurance, Overwatch, and Diablo. According to the union's announcement, the contracts include wage increases, a grievance procedure, a three-day-per-week hybrid schedule, "just cause" protections, remote-work and disability accommodations, and an obligation to discuss and bargain over workplace AI use. The provisions the union calls industry firsts are the 14-month recall right after a layoff notice and four weeks of additional severance regardless of service length [source: Communications Workers of America, 2026]. These terms come from the union's release; as of mid-September 2026 we found no statement from Microsoft or Blizzard confirming or characterizing them.

The sequence needs careful wording. The layoff years came first; the industry's first collective agreement, with layoff-specific provisions in it, came after. That is an observed order of events, not proof that one produced the other — and the contract covers one studio, not an industry.

What to watch

The useful questions from here are about measurement, not prediction. Watch whether 2026 layoff counts land near the roughly 7,500 projected, remembering it is a forecast from a method whose author says a third of events are reported with question marks or not at all. Watch TIGA's next census for whether the UK decline extends into a second year and whether growth among the smallest studios holds. Watch the ESA's next spending release, and resist chaining values across releases: restatements move the baseline. Watch whether the Blizzard recall clause spreads beyond one studio — the union says the contract "doesn't stop with us" [source: Communications Workers of America, 2026]. And watch for an actual measurement of generative AI's effect on game employment, since perception data cannot settle it.

One habit is worth keeping: put a question to any claim about the state of the game industry — which layer, which period, which region? US demand in 2025 held near a record. One platform holder's content and services revenue fell 10% in a quarter ending June 2026, while another's game segment contributed to record operating profit in a fiscal year ending March 2026. More than a quarter of surveyed developers worldwide lost a job within two years, UK development headcount fell 4.5% by September 2025, Korean industry employment rose 3.1% in 2024. All of it is true at once. None of it is "the game industry."

Charts

Game industry layoffs by year, as aggregated from public reporting

Game industry layoffs by year, as aggregated from public reporting2022 8,500people (estimate), 2023 10,500people (estimate), 2024 (peak) 15,631people (estimate), 2025 9,053people (estimate), 2026 (forecast) 7,500people (estimate)8,500people (estimate)202210,500people (estimate)202315,631people (estimate)2024 (peak)9,053people (estimate)20257,500people (estimate)2026 (forecast)
These are one aggregator's estimates, not corporate disclosures. A separate tracker using a different method counts 14,600 for 2024 and 5,300 for 2025. The 2026 value is a forecast, not a measurement. Worldwide, compiled from public reporting.GamesBeat (Dean Takahashi), aggregation by Amir Satvat, 2026-01-03 ↗ (opens in a new tab)

US consumer spending on video games

US consumer spending on video games2021 (record) 61.7billion USD, 2024 59.9billion USD, 2025 (revised) 60.8billion USD61.7billion USD2021 (record)59.9billion USD202460.8billion USD2025 (revised)
United States only, calendar years. All three values are compared inside a single release. The ESA first announced 2025 as $60.7 billion in February 2026 and restated it to $60.8 billion in March 2026; values from different annual releases sit on different bases and must not be chained into a long series.Entertainment Software Association / Circana / Sensor Tower, 2026-02-11 (with March 2026 restatement) ↗ (opens in a new tab)

UK game development headcount

UK game development headcountMay 2024 28,516people, September 2025 27,347people28,516peopleMay 202427,347peopleSeptember 2025
United Kingdom only. Counted by a census of company headcount rather than a survey of individuals. The fall of 1,537 development roles, or 4.5%, ended 14 consecutive years of growth. TIGA is a trade association that published the figures alongside a request for expanded tax relief.TIGA, 2026-03-24 (fieldwork May-September 2025) ↗ (opens in a new tab)

Share of GDC respondents who call generative AI's effect on the industry negative

Share of GDC respondents who call generative AI's effect on the industry negative2024 edition 18% of respondents, 2025 edition 30% of respondents, 2026 edition 52% of respondents18% of respondents2024 edition30% of respondents2025 edition52% of respondents2026 edition
Perception, not effect. Respondents to GDC's annual survey are self-selected. The share calling generative AI positive fell to 7% in the 2026 edition from 13% in the 2025 edition; the 2024 edition's positive figure was not obtained and is not interpolated. No source examined here measured generative AI's effect on productivity, quality, or employment.GDC 2026 State of the Game Industry, 2026-01-29 ↗ (opens in a new tab)

Timeline

  1. A Sony document filed with improper redaction in Microsoft's FTC trial shows The Last of Us Part II at $220 million and Horizon Forbidden West at $212 million in development cost. Background, reported at one remove from the court filing.

    Game Developer (opens in a new tab)
  2. Game workers in the US and Canada launch United Videogame Workers-CWA Local 9433, a direct-join union open to freelancers, laid-off workers and independent developers.

    Communications Workers of America (opens in a new tab)
  3. ESA 2025 Essential Facts reports 205.1 million US players and an average age of 36, on a sample of 5,000.

    Entertainment Software Association (opens in a new tab)
  4. A widely cited aggregation puts 2025 layoffs at 9,053, down from 15,631 in 2024, with an outlook near 7,500 for 2026, and prints a separate tracker's 14,600 and 5,300 beside them.

    GamesBeat (opens in a new tab)
  5. GDC publishes its 2026 State of the Game Industry survey: 28% laid off within two years, 33% among US respondents, 67% of AAA respondents reporting company layoffs, 82% of US respondents supporting unionization.

    Game Developers Conference (Informa) (opens in a new tab)
  6. ESA, Circana and Sensor Tower announce 2025 US consumer spending of $60.7 billion, second-highest on record, up 1.4% from $59.9 billion.

    Entertainment Software Association / Circana / Sensor Tower (opens in a new tab)
  7. The same release carries a restatement: 2025 US consumer spending is revised to $60.8 billion and content to $52.4 billion.

    Entertainment Software Association / Circana / Sensor Tower (opens in a new tab)
  8. TIGA's fourteenth industry study reports UK development headcount down 4.5% to 27,347 as of September 2025, ending 14 years of growth, with new studio formations down from 281 to 137.

    TIGA (opens in a new tab)
  9. The 2025 Korea Game White Paper is published, reporting 2024 industry employment of 87,576, up 3.1%. Verified through Korean press coverage rather than the document itself.

    ZDNet Korea (opens in a new tab)
  10. ESA 2026 Essential Facts reports 212.3 million weekly US players and an average age of 37, on a weighted sample of 13,545 with household-based sizing from age 5.

    Entertainment Software Association (opens in a new tab)
  11. Sony's SEC filing reports Game & Network Services at 36.8% of total segment sales for the fiscal year ended March 2026 and PlayStation Network above 120 million monthly active users, in a segment it says contributed to record consolidated operating income.

    Sony Group Corporation, SEC Form 424B5 (opens in a new tab)
  12. Microsoft's FY26 Q4 release reports More Personal Computing revenue of $12.9 billion, down 4%, XBOX content and services revenue down 10%, and severance expense and impairment charges in XBOX. No headcount figure is disclosed.

    Microsoft Corporation (opens in a new tab)
  13. Electronic Arts announces completion of its acquisition by PIF, Silver Lake and Affinity Partners at $210 per share in cash, and delisting from Nasdaq. The statement mentions no cost reductions, debt or headcount.

    Electronic Arts (opens in a new tab)
  14. About 1,900 CWA-represented workers at Blizzard Entertainment ratify the industry's first contracts, including a 14-month recall right after a layoff notice and four weeks of additional severance. No employer statement confirming the terms was found as of mid-September 2026.

    Communications Workers of America (opens in a new tab)

Analysis

Three layers run on three clocks

Consumer demand is measured by calendar year for the United States alone, corporate results by fiscal years ending in June or March and worldwide, and employment by three countries using three methods. Each layer is comparable to itself over time. Averaging them produces a number that describes nothing.

Two unrelated methods point the same way

GDC surveys individuals who choose to answer; TIGA counts company headcount in one country. Neither alone would be strong evidence of contraction in production employment. That they agree on direction is the strongest finding in this material.

Layoff totals agree on shape, not level

Two aggregations of public reporting differ by about a thousand for 2024 and by roughly 3,700 for 2025, and the aggregator states that about a third of commonly cited events are listed elsewhere with question marks, ranges or no figures. Both still put the peak in 2024 and a materially lower 2025.

Perception is not measurement

The share of GDC respondents calling generative AI negative for the industry nearly tripled in two editions, to 52%. That records what developers think. No source here measured whether generative AI adoption contributed to any layoff, so the step from sentiment to cause is unsupported.

Comparison

ESA Essential Facts, 2025 edition versus 2026 edition. United States only. The survey design changed between editions, so the difference is not a clean measurement of growth; the sample sizes are printed here for that reason.
Item2025 edition2026 edition
Reported player count205.1 million212.3 million weekly players
Average player age3637
Play actively (men / women)52% / 47%53% / 46%
Parents who play70%75%
Sample5,000 respondents13,545 weighted respondents, with adults asked about their households to size players from age 5
Published2025-06-032026-06-03
GDC 2026 State of the Game Industry, more than 2,300 self-selected respondents. The third column matters: a company-level rate and a personal rate are not the same measurement, and the student figure comes from a separate survey of educators and students.
Response itemShareWhat it measures
Laid off in the past two years, all respondents28%personal experience, worldwide self-selected sample
Laid off in the past two years, US respondents33%personal experience, US subset
Employer conducted layoffs in the past 12 months50%company-level rate, all respondents
Company had layoffs, AAA studio respondents67%company-level rate, by studio size
Company had layoffs, indie studio respondents33%company-level rate, by studio size
Students worried about job prospects74%sentiment, separate educator and student survey
Support unionization of game industry workers82%opinion, US-based respondents
Use generative AI tools at work36%practice, all respondents (30% at game studios, 58% at publishing, support and marketing companies)
UK change by studio size and by platform, May 2024 to September 2025. United Kingdom only. Percent change and absolute role counts are different units and are deliberately kept in separate rows rather than on one axis.
CategoryChangeUnit of the figure
Studios with 1 to 4 employees+3.2%percent change in headcount
Studios with 5 to 15 employees+9.2%percent change in headcount
Studios with more than 15 employeesabout -1,800development roles, absolute
Console-2.1%percent change in headcount
Mobile-12.9%percent change in headcount
PC-13.2%percent change in headcount
New studio formations281 to 137studios per period, a 15-year low
Closures and exits during the study period206studios, absolute
Regional indicators, each with its own base period and method. These rows are deliberately not charted: the base years, populations and methods differ, so a single axis would produce a false comparison.
RegionIndicatorValueBase periodMethodSource
United StatesConsumer spending$60.8 billion (revised), +1.4%2025 calendar yearmarket data (Circana, Sensor Tower)ESA
United StatesWeekly players212.3 million, +3%surveyed February 2026weighted online panel of 13,545ESA
United KingdomDevelopment headcount27,347, -4.5%September 2025company headcount censusTIGA
South KoreaIndustry employment87,576, +3.1%2024government industry statisticsGame White Paper, via secondary reporting
South KoreaIndustry revenue23.8515 trillion won, +3.9%2024government industry statisticsGame White Paper, via secondary reporting
South KoreaExports$8.50346 billion, +1.3%2024government industry statisticsGame White Paper, via secondary reporting
South KoreaShare of world market7.2%, fourth after China, the US and Japan2024government industry statisticsGame White Paper, via secondary reporting
WorldwideDevelopers laid off within two years28%published January 2026self-selected surveyGDC
Composition of US consumer spending, in billions of dollars, United States only. The 2025 column is the March 2026 revision; the figures were first announced as content $52.3 billion and a $60.7 billion total. Accessories are shown as absolute values because a percentage change was not verified.
Component20242025 (March 2026 revision)
Content51.752.4
Hardware4.95.4
Accessories3.22.9
Total59.960.8

Sources

  1. Game Developers Conference (Informa) — GDC 2026 State of the Game Industry reveals impact of layoffs, generative AI and more (press release dated 2026-01-29; the article page itself carries no publication date).View source (opens in a new tab)
  2. Entertainment Software Association — Two-Thirds of Americans Play Video Games Every Week According to New Report from the Entertainment Software Association (2026-06-03).View source (opens in a new tab)
  3. Entertainment Software Association — 2026 Essential Facts About the U.S. Video Game Industry (2026).View source (opens in a new tab)
  4. Entertainment Software Association / Circana / Sensor Tower — 2025 U.S. Consumer Spending on Video Games Nears Pandemic-Level Peak at $60.7 Billion, Second-Highest on Record (2026-02-11; carries the March 2026 restatement notice).View source (opens in a new tab)
  5. Entertainment Software Association — Annual ESA Study Reveals Video Games' Universal Appeal Across Generations (2025-06-03).View source (opens in a new tab)
  6. Microsoft Corporation — Microsoft FY26 Q4 earnings press release (2026-07-29).View source (opens in a new tab)
  7. Sony Group Corporation — SEC Form 424B5 (filed 2026-06-18).View source (opens in a new tab)
  8. Electronic Arts — EA Announces Completion of Acquisition by PIF, Silver Lake, and Affinity Partners (2026-08-04).View source (opens in a new tab)
  9. Communications Workers of America — Video Game Workers Launch Industry-Wide Union with Communications Workers of America (2025-03-19).View source (opens in a new tab)
  10. Communications Workers of America — Blizzard Entertainment Workers Ratify Historic Video Game Contracts with CWA (2026-09-09).View source (opens in a new tab)
  11. TIGA — UK games dev sector suffers sharpest recorded decline as TIGA calls on Government to boost Video Games Expenditure Credit (2026-03-24; fieldwork May–September 2025, conducted with Games Investor Consulting).View source (opens in a new tab)
  12. GamesBeat (Dean Takahashi) — Gaming layoffs slowed from 15,631 in 2024 to 9,053 in 2025, per Amir Satvat (2026-01-03). Secondary aggregation of estimates, not corporate disclosure.View source (opens in a new tab)
  13. Game Developer (Justin Carter) — The Last of Us Part II and Horizon Forbidden West cost $200M+ each to make (2023-06-28). Background; based on a court filing, verified through secondary reporting.View source (opens in a new tab)
  14. ZDNet Korea (Jung Jin-sung) — KOCCA: Korean game market tops 23.8 trillion won; 2025 Korea Game White Paper published (2026-03-25). The primary document (Ministry of Culture, Sports and Tourism / Korea Creative Content Agency, 2025 Korea Game White Paper) was not read directly; verified at one remove.View source (opens in a new tab)

Tags

  • #game-industry-layoffs
  • #game-development-jobs
  • #gdc-state-of-the-industry
  • #game-industry-unionization
  • #video-game-spending