This is an important email I sent today to all employees at XBOX:
Team,
We are beginning the most significant restructure in XBOX history. After careful consideration, I've made the difficult decision to reduce our team by approximately 3,200 throughout FY27. This will include approximately 1,600 role eliminations today, and in addition, four studios will leave XBOX to new management. I recognize that a year-long restructuring creates additional challenges. Unfortunately, it is not possible to make all the necessary changes in a single day, and I wanted to be direct about the scale.
I know this is painful. These changes will directly affect people who have poured their creativity into building XBOX. Many joined us through acquisitions, while others were recruited here, or sought us out because they loved this industry and loved XBOX. Today's decisions do not reflect their talent or dedication.
Our business today is not healthy. We are operating at margins that are 3–10x lower than comparable platform and publishing businesses. We entered Gen 9 with a smaller install base and a higher cost structure. To grow, we bet on Game Pass, multi-platform, and a broader portfolio of content. While those businesses have created meaningful value, they did not grow at the pace we expected. As that happened, our core business weakened, and we added more teams, more investment, and more time, hoping for a better outcome. And now the industry is facing the most severe hardware crisis in its history. We must reset XBOX.
First, we will reset our content portfolio.
Since 2018, we have aggressively expanded our studio portfolio while the number of games created each month across the industry now outpaces the last ten years combined. We now find ourselves competing not only with the largest publishers, but also with smaller independent studios. It is neither possible nor desirable to own every great independent studio. We have also learned that we are not the best home for every type of studio; in a typical year, we lost 64 cents for every dollar we invested. As we reset XBOX, we will help independent creators succeed by providing open development tools and audiences to realize their vision.
Compulsion Games and Double Fine Productions will return to management and transition to independent studios with their IP, catalog, and runway for their next games. Ninja Theory and Undead Labs have entered terms to join new ownership with funding to complete and grow Senua and State of Decay 3. In France, Arkane’s management is beginning required consultation with its Works Council to review potential strategic options.
We are also making reductions across other units, and in some cases, shifting investment to focus on higher priority projects. These changes vary in size across Activision, Bethesda/ZeniMax, Blizzard, King, Mojang, and XBOX Game Studios. None of our first party publicly announced games or projects are being cancelled as part of these reductions.
In addition, Mojang and King will now report directly to me. These two studios have increasingly become platforms and are our largest by monthly active players. They bring critical geographic, demographic, and differentiation to XBOX.
Second, we will reset our platform.
We know that great technology gets better when it gets simpler, not bigger. Today, in some parts of the company, work passes through as many as 14 layers of management. Our platform teams are 40% larger than they were at the start of this generation, even as our player base and playtime have declined. That complexity has slowed decisions, blurred accountability, and made it harder to deliver for players. As we reset XBOX, we will simplify.
We will reduce management layers to no more than 5, and where possible, 3. We will deliver success through a flatter organization that is built around makers (individual contributors focused on building), player-coaches (leaders who remain deeply involved in the work while developing their teams), and directly responsible individuals (DRIs) who own key decisions and outcomes. And we will streamline how we work across our tools, with a cleaner code base, shared services, and 50% reduced vendor spend.
Third, we are resetting how we operate.
As XBOX grew our headcount, we became more fragmented. Teams, studios, and functions often operate independently, and it became harder to work towards a shared goal, make the right tradeoffs, and get things done.
For the first time, we are establishing a Chief Operating Officer with end-to-end P&L responsibility across content, hardware, platform, and services. Helen Chiang has been promoted to this role and will report directly to me. Over nearly two decades at XBOX, Helen has helped build some of our most important businesses, from XBOX Live to leading Mojang and the Minecraft franchise. She will bring our businesses together under one operating model, making sure we make clear investment decisions, learn from our successes and failures, and hold ourselves accountable for results.
Thank you, Dave McCarthy, who is retiring after 17 years with XBOX. Dave has played a defining role in building the platform that millions of players rely on every day and has been a trusted partner through many of the biggest moments in XBOX's history. We wish him all the best.
These changes are about a bigger future for XBOX, not a smaller one. The next decade of gaming will be larger, more global, and more creative than anything we've seen before. This year, we'll invest as much in XBOX as we ever have, but we'll invest with greater focus, greater discipline, and greater clarity, all in service of making XBOX where the world plays and creates.
I want XBOX to be one of the few companies that entertains more than a billion people each day and gives everyone the opportunity to create and connect. I know we can achieve this goal. XBOX has many of the most beloved franchises in entertainment history, talented studios around the world, and we will return to growth in 2027.
History is full of companies that mistake longevity for inevitability. We will not be one of them.
Asha
Thoughts after a few hours of playing with Steam Machine.
- 3D performance is just…meh.
- The system recommends to default to 1080p - am I going back to PS4 days?
- Some games take a looooooong time to boot, what is it doing?
- System UI is easy to use.
- Being able to boot up by pressing a button on Steam Controller is a killer feature.
- Changeable face plate is nice.
- Random boot up videos is a nice touch :)
- Sticks on Steam Controller is a bit looser than my taste.
- Having touch pad is nice, but it is very “touchy” and hard to use.
- It allows me to play Steam games on my living room TV, which is a reason enough to keep it.
- But the price was very unfriendly. Hard to recommend to people unless for research.
Announcing NVIDIA DLSS 5, an AI-powered breakthrough in visual fidelity for games, coming this fall.
DLSS 5 infuses pixels with photorealistic lighting and materials, bridging the gap between rendering and reality.
Learn More → https://t.co/yHON3nGyxE
It's time to say goodbye to #GDC2026 thank you for changing the game with us this year. Join us March 1-5, 2027 for our next edition of the Festival of Gaming. Stay tuned to our social channels and discord as we continue the celebration year-round!
Qwen3-TTS is officially live. We’ve open-sourced the full family—VoiceDesign, CustomVoice, and Base—bringing high quality to the open community.
- 5 models (0.6B & 1.8B)
- Free-form voice design & cloning
- Support for 10 languages
- SOTA 12Hz tokenizer for high compression
- Full fine-tuning support
- SOTA performance
We believe this is arguably the most disruptive release in open-source TTS yet. Go ahead, break it and build something cool. 🚀 Everything is out now—weights, code, and paper. Enjoy. 🧵
Github: https://t.co/X4CNGRpBAG
Hugging Face: https://t.co/QzshIqzYDU
ModelScope: https://t.co/XaWVuDerZ6
Blog: https://t.co/xPER3lyeb5
Paper: https://t.co/9mi5dFyJza
Hugging Face Demo: https://t.co/cL7AyaMDwM
ModelScope Demo: https://t.co/MYpIeYdYN5
API: https://t.co/lIEikdB6uM
Ready for what’s next in ROG gaming?
Discover our newest innovations for gamers at the ROG CES 2026 Livestream.
Jan 05, 2026 • 3 PM PST — Save the date!
🎉 To celebrate DGX Spark shipping worldwide starting Wednesday, our CEO Jensen Huang just hand-delivered some of the first units to @elonmusk, chief engineer at @SpaceX 🚀, today in Starbase, Texas.
The exchange was a connection to the new desktop AI supercomputer’s origins -- the NVIDIA DGX-1 supercomputer -- as Musk was among the team that received the first DGX-1 from Huang in 2016.
See our live blog for details, and on more early deliveries to developers, creators, researchers, universities, and more: 🔗 https://t.co/lgG1Qq5z7h
#SparkSomethingBig ✨
En avril dernier, nous sortions Clair Obscur: Expedition 33.
Et nous voilà 5 mois plus tard, avec 5 millions de copies vendues dans le monde !
Depuis le début notre équipe ne cesse de s'émerveiller devant vos fanarts, vos témoignages, vos cosplays et votre créativité infinie.
Et pour tout ça, nous vous en sommes infiniment reconnaissant.e.s. Merci 🌹💛