Electronic Arts confirmed it had implemented staffing “realignment” across Battlefield Studios, the coalition of DICE, Ripple Effect, Motive and Criterion that worked on Battlefield 6, and said the teams would be reorganized to focus on community priorities. IGN first reported the cuts and noted the changes affected teams across multiple studios.
EA provided a short statement to PCGamesN, saying: “We’ve made select changes within our Battlefield organization to better align our teams around what matters most to our community. Battlefield remains one of our biggest priorities, and we’re continuing to invest in the franchise, guided by player feedback and insights from Battlefield Labs.”
That personnel move comes despite Battlefield 6’s massive commercial performance at launch. The game hit a Steam peak player count of 747,000 at release, sold roughly seven million units in its first three days, and was reported as the best-selling premium game in the United States for 2025, a claim chronicled in Console PC Gaming’s coverage that the title was the best-selling game in the US in 2025.
EA’s public message framed the changes as a strategic realignment rather than a shutdown: the company said all four studios would remain operational, but external reporting and studio comments indicated layoffs would impact “a variety of teams across multiple studios and offices.”
Battlefield 6 had early momentum supported by Battlefield Labs, a public playtest program developers credited with rapid feedback and adjustments, but players and critics raised concerns after launch about map sizes, progression systems, and allegations that some assets may have been AI-assisted. Console PC Gaming previously covered how Battlefield Labs influenced development, and the same post-launch criticisms and mixed content responses have been widely discussed.
EA also launched Battlefield Redsec, a free-to-play spinoff battle royale intended to extend the franchise’s reach, and rolled out Season 2 shortly before the layoffs were announced. Despite those efforts, reported daily peaks on Steam were far lower than launch figures, typically between about 50,000 and 70,000 concurrent players according to public tracking, prompting questions about post-launch revenue and long-term live service targets. It remains unclear how many positions were cut or which exact roles were affected. EA did not provide numbers in its statement, and IGN’s reporting did not specify totals.
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