
THIS WEEK

Wardogs (2026), Bulkhead Studios | Team17
This week, we speak to Bulkhead CEO Joe Brammer about recent comments he made on crunch at the Wardogs developer. He provoked a strong reaction last week by admitting the studio is unlikely to employ people who express anti-crunch sentiments on social media. The company would be "limping or dead" had overtime not been implemented on Wardogs, he tells James Batchelor for Knowledge. Read the full feature below.
Also, David McCarthy reports back from last week's 30th anniversary Tokyo Game Show, finding halls packed with exhibitors and attendees but an obvious absence of triple-A. Get the entire piece on our website.
Then in Social Commentary you'll find analysis of Xbox's ongoing restructuring, which this week saw hundreds more job losses and some major studio moves, as well as useful links in Extra. Want to know how to make a successful trailer for your game? You're in the right place.
NEWS
The game industry stories of the week

(Microsoft)
Microsoft continued with Xbox division layoffs this week, with CCO Matt Booty telling staff in a note that management is now "eliminating 268 roles across Halo Studios, other first-party studios, and the XGS management and central functions layer". Activision is to develop the next Halo game and absorb Rare, Booty said, while Bethesda is to "expand its remit to include Obsidian," among other studio restructuring.
Strike action has been averted at Microsoft-owned Candy Crush studio King, with Unionen confirming the company has signed a collective bargaining agreement. The Swedish union was to begin striking today, September 25, had an accord not been reached. Unionen said in a statement that "the company is taking an important step towards creating secure and predictable long-term conditions for its employees, while also contributing to a more sustainable games industry".
State Of Decay developer Undead Labs has confirmed that it is now "an independent, employee-owned studio," following Microsoft announcing it was in talks to decide the future of the studio in July. A "significant number" of staff have been made redundant as a result, with the exact amount of job losses yet to be confirmed. The studio is currently developing State Of Decay 3.
Bungie, speaking in a studio update, has said it is to bring "vaulted Destiny 2 campaigns, destinations, and raids back into the game, where they will be available to all Destiny 2 players". Studio lead Poria Torkan and Marathon GM Josh Deane also confirmed that work on Marathon is to continue, despite concurrent Steam players having cratered to the low thousands since the extraction shooter's March release, saying priorities now include building "a stronger long-term future for Destiny, while honoring and restoring its past," and evolving "Marathon to grow our community and build a sustainable future". While figures remain inexact, Bungie is believed to have laid off around half of its approximately 800 staff in June.
Gamescom Dev 2026 enjoyed a 15 per cent uptick in attendance compared to the previous year, with more than 6,200 registered participants visiting the conference in Cologne last month. Almost 400 speakers hosted over 230 sessions over the show's three days. There's more here.
The PC Gaming Show Tokyo Direct, hosted by Frankie Ward, aired last week and included 13 world premieres and trailers for over 35 games. The entire, hour-long broadcast is available on YouTube. While short on major announcements, this year's TGS was heavily attended by both consumers and trade. Read David McCarthy's report for Knowledge.
Publsh, the publisher led by CEO Ben Granados formed in March 2025, announced its first deal this week in the form of "episodic psychological murder mystery" Pera Coda. The game, created by Turkish studio Elyzio, will start being released next year on PC, with other platforms to follow. There's a press release here.
Finally, a 2026 report from TGS organiser CESA has revealed that 86 per cent of Japanese developers now use gen-AI in their projects, 63 per cent of them saying they use the technology on a daily basis. The report, which includes Capcom, Sega, Level-5 and Konami as respondents, said the most commonly cited use cases were "improved operational efficiency and productivity," followed by "shorter development cycles" and "reduced development and operational costs." There's a full report on Automaton.
INTERVIEW
Insight and advice from industry leaders
"Crunch is subjective, but if people work overtime they should be rewarded": Bulkhead CEO Joe Brammer clarifies crunch comments

Wardogs (2026), Bulkhead Studios | Team17
By James Batchelor
The crunch debate was reignited by a recent interview with Bulkhead CEO Joe Brammer, in which he admitted there was some crunch involved in developing the studio's new multi-million-selling military shooter Wardogs.
Speaking to The Game Business last week, Brammer also suggested Bulkhead is unlikely to employ folks who express anti-crunch sentiments via social media. Inevitably, these comments sparked headlines and general industry discourse on the subject, with many decrying Brammer and his methods.
The Bulkhead CEO has since issued statements clarifying the crunch behind Wardogs; the team worked any extra two hours per day, four days per week for four weeks, in order to ship the beta on time.
Speaking to Knowledge, Brammer said: "Just to be clear for the record, I'm not pro crunch, I am pro hard work. I just love making games.
"Defining crunch is really hard. It's subjective, but to me, if people work overtime, they should be rewarded for that. When I came into the industry, it was the EA Spouse era. Companies were making games for two years, and planning for six months of working weekends and 10-hour days. It's horrendous behavior that you've planned for it."
By contrast, he views Bulkhead's approach as more akin to overtime. The shift in hours was explained to the team in a town hall meeting, with the emphasis that everyone would go home at a normal time on Friday and no weekend work would be expected. The studio also provided two free meals per day, and increased flexi time by two hours.
All but four members of the team agreed to the plan.
"I didn't believe it was crunch if I'm honest," says Brammer. "But we've got a bunch of [younger] people, and they do think that's crunch. So I owned it and didn't argue with them.
"There were four people who didn't want to do it, and that was fine. I wasn't going to make anyone do it. It wasn't about punishment, it was what we needed to do... If we didn't deliver on time, it was going to hurt. We'd lose our jobs. We were slipping into GTA's window."

Brammer stresses this was just one month of development. In fact, 50 per cent of development time was done while operating a four-day work week, something Brammer hopes to return to in the future.
He adds that the company was facing redundancies just ten months ago, but the team pressed on to finish the game. Now Bulkhead is awarding "massive bonuses" to the team following Wardogs' success (up to £50,000 for some juniors). But had the game performed poorly, Bulkhead would have faced worse than job losses.
"The company would be limping or dead," says Brammer. "We risked our careers, business and reputation to make a new IP. Somebody has to take risks or the industry will stagnate. Our devs were willing to take that risk with us. It's a gamble at every level of Bulkhead and developers understand that when choosing to work with us. That's not going to be for everyone."
Much of last week's outcry targeted Brammer specifically, with some questioning his leadership of the studio.
"I really don't agree with the 'it's just bad management and bad production' argument against crunch," he says. "That is such a bullshit mentality. Making a new IP is hard, especially with new tech – we helped make some of the things in Unreal Engine 5, we're at the cutting edge. When things don't quite work how we want, we can't always go, 'oh, we'll delay the game a month.' That's just not how it works."
Brammer also suggests it's not possible to prepare for every potential delay, and Bulkhead is not alone in finding ways to get back on track.
"The conversations that happen in private are a lot different than the conversations that happen in public," he says. "I would bet that more people agree with me."

Bulkhead Studios CEO Joe Brammer
He adds that the reality of working beyond paid hours is different across various industries. His mother was a teacher and "didn't do a nine-to-five her entire career"; teachers often have to bring work home, including during the weekends and holidays.
"That's crunch," he asserts. "That's the public sector, way less money, and that's not what we're doing... Meanwhile, some [games] companies love to say they don't crunch, then outsource a load of work to Vietnam and Poland and make them crunch. But because it's out of sight it's out of mind. It's fine.
"I do get why people [are speaking out against this]. It's honourable what they're trying to do. But we're trying to make changes as well – I'm the guy who pushed a four-day work week on Tencent. That wasn't easy. I'm not perfect, but I'm trying things differently. Give me the space to make the mistake.
"The industry's changing and its attitude to crunch is becoming healthier by way of talking about it. Don't shut down the conversation, don't attack people because they think doing overtime occasionally is OK as long as we respect the staff, their families, their partners."
Yet the key to making mistakes is learning from them, so what has Brammer learned that will help avoid this level of crunch (or overtime) on future projects?
"I don't have the answer yet," he says. "Step one is stop planning for crunch, but I'd be lying if I said I didn't expect overtime. That was what I was trying to say when I said we looked at social media profiles. If you're vehemently against crunch or overtime, we're not going to hire you – not because you're not talented, but because you'll hate it here. You'll try to change our culture, and our staff like our culture."
Knowledge will be further exploring attitudes towards crunch next week.
FEATURE
Opinions, testimonies, advice and more
TGS 2026: Blockbuster attendance and the gaping void left by triple-A

Crowds in Tokyo Game Show 2026’s Hall 7 (David McCarthy/Knowledge)
Tokyo Game Show's 30th anniversary edition took place last week. While the event was light on major announcements, David McCarthy found the show packed with both attendees and exhibitors, and Japan's industry at an inflection point – triple-A, as in the West, is evaporating to leave a chasm being readily filled with double-A and indie. Read David's report on Knowledge's website.
SOCIAL COMMENTARY
Highlights from industry chat channels

Halo: Campaign Evolved (pictured), the last Halo Studios title from the franchise, released in July. After restructuring at Microsoft this week, the next Halo game will be developed by Activision
"This is very much a zero sum moment for Xbox, so they need to find a way. Thrive or die."
Lawyer Simon Pulman analyses Xbox's ongoing "reset" in the light of this week's redundancies, noting that strategy is obviously shifting towards reliable franchises and the need for very high sales, with smaller titles needing to move over five million units and larger games over ten million: "At this point, I'd imagine the writing is on the wall for those developing Xbox games – if you don't exceed sales targets then you're either being reallocated, downsized, or closed entirely. 'Niche' cannot be a business model for a company of this size."
"We all know Wardogs has dealt with some real launch challenges and landed huge player numbers – but why is the daily recommend rate on Steam still falling now that the servers are fixed?"
Vela Games co-founder Travis George, citing his own Review Atlus product, claims that daily consumer Steam recommendations for just-released Team17 multiplayer shooter Wardogs have declined since launch based on factors other than server maintenance: "Veterans, or players past 50 hours on their Steam review profile, still recommend it about three in four. The fall is in the 2–10 and 10–50 hour bands, and those mid-game players are talking about balance, grind, cheaters, and the high-tier gear gap, in that order."
"Four games in one year, and the lowest Metacritic is an 82. Capcom is becoming a seal of quality again."
Publsh director Christopher Anjos points to the Capcom-shaped elephant in triple-A's room, the pachyderm currently pumping out major, high-quality releases while not firing teams after shipping: "The secret seems simple: let developers make games they actually want to play, and let those teams stick together long enough to get really good at it. Experience, stability, technical expertise, and trusting your developers all lead to a better product. You can't keep wiping out studios after every release and expect this kind of consistency."
EXTRA
More to read, watch, play and discover

Silent Hill: Townfall (2026), Screen Burn Interactive | Konami Digital Entertainment/Annapurna Interactive
Silent Hill: Townfall was released this week to strong reviews. Developed by Screen Burn, the first-person instalment in the evergreen Konami franchise takes place in a fog-laden Scottish town. If horror's not your bag, Remedy's Control Resonant is out now and sitting pretty at 84 per cent on Metacritic.
Polden Publishing has released this exhaustive guide for indie developers on how to make game trailers. There's an hour-long video to go with it, if reading presents a problem.
On Colonial Realism in Videogames: A Dialectical Perspective is a talk to be delivered by Andrei Nae, a lecturer at the University of Bucharest, on October 6. It's being given at the Luxembourg Centre for Contemporary and Digital History, but you can watch online at the link.
Finally, and sadly, tech lead David "Bone" Gill has died at the age of 51 from cancer. The developer, most recently a UI engineer and technical director at Cloud Imperium on Star Citizen, worked at the Pickford brothers' ZedTwo on titles such as Wetrix and Taz Express, as well as at Bizarre Creations on Project Gotham Racing 3 and 4. There's a tribute on TimeExtension.
THIS MONTH IN EDGE

Edge Almost 60,000 industry jobs lost over five years. Game budgets and schedules out of control. Hundreds of development studios closed. Console prices that have risen since launch. Despite analyst predictions of revenues growing for the game industry as a whole, the story behind the scenes is grim.
"This is the worst videogame crash, or disruption, that we’ve seen since the 1980s, when Atari fell and was replaced by Nintendo," Epic Games CEO Tim Sweeney tells us. "I was just a player back then – I only joined the industry as a programmer in the 1990s – but I’ve not seen anything this bad since then."
In Edge 428, out now, our special report gathers nine experts, including Sweeney, Shawn Layden and Raph Koster, to comb through the numerous factors that have driven the videogame industry into its perilous position, and we consider some options for turning its fortunes around.
Elsewhere, we meet with Chinese studio Eclipse Glow Games to discover how it's reimagining the legend of King Arthur in Tides Of Annihilation, and talk to a group of developers about the art of translating movies, TV and books into games, from The Godfather to The Da Vinci Code.
For Studio Profile, we visit Criterion to track how it's evolved into its role at the heart of Battlefield 6, and in Time Extend we dust off our PSPs for a few more rounds of Wipeout Pure. For The Making Of, we meet the founders of Onion Games to discover how they created the delightful Stray Children, and in the magazine's iteration of Knowledge we weigh up how Nintendo is faring in an industry of wide-scale turmoil.
In Hype, we preview forthcoming games such as Metro 2039, Star Wars: Galactic Racer and Guns Of Eschaton, while in Play we run the rule over new releases including Resonance: A Plague Tale Legacy, Beast Of Reincarnation and Onimusha: Way Of The Sword.
(Find more extensive details about what's inside this issue here.)
Buy Edge 428 here. To take advantage of our current subscription offer, you can also get your first three issues for just £5.
FINAL WORDS
See you next Friday
We'll be back next week. In the meantime, don't forget to share your feedback with us by email ([email protected]), and follow us via Bluesky and LinkedIn.
