Id Software, the developer behind the Doom franchise, remains at a staffing level comparable to that of 2016 despite recent layoffs, according to Creative Director Hugo Martin. Following the reduction of 1,600 roles across Microsoft’s gaming division, Martin stated the studio continues to collaborate with id Tech engineers across Frankfurt and MachineGames to maintain its proprietary engine technology.
Assessing id Software’s Current Operational Capacity
Public discourse regarding the studio’s viability has intensified following the departure of key personnel, including the Director of Engine Technology. During a recent Twitch stream, Martin addressed claims that the studio had been “gutted” or “nerfed into the ground.” He asserted that the current team size matches the headcount present during the development of 2016’s Doom.

Despite these assurances, the impact of the layoffs remains a point of contention. Several employees who contributed to the 2016 title, such as Mission Design Director Jerry Keehan—a veteran who joined the studio in 2003—were among those affected. Some former staff members have publicly challenged the assertion that the studio retains the same level of veteran experience and institutional knowledge as it did a decade ago.
Did you know?
The id Tech engine is not managed solely within the Texas-based id Software office; the studio relies on a distributed engineering network that includes personnel in Frankfurt and at MachineGames to sustain its development.
Labor Relations and Microsoft’s Workforce Strategy
The tension surrounding these staff reductions extends beyond internal project management. Laid-off employees participated in picket lines outside the studio’s offices to protest the scale of the cuts. These workers are represented by the Communications Workers of America (CWA).
The CWA filed formal labor complaints against Microsoft for refusing to negotiate with them prior to laying off hundreds of developers.
Future Outlook for the Doom Franchise
While the studio faces scrutiny, development on future projects continues. Martin used the recent Slayer stream to discuss the Revelations DLC for Doom: The Dark Ages, describing it as a tribute to both the current and former staff. He also teased potential balance changes and updates for the DLC, indicating that the studio’s roadmap remains active.
Industry observers continue to watch whether the loss of long-tenured staff will impact the technical performance of id Tech, the engine that powers many of Xbox’s flagship titles. For now, the studio maintains that its collaborative engine-sharing model is sufficient to meet upcoming production milestones.
Frequently Asked Questions
- Has id Software confirmed the size of its current team? Yes, Creative Director Hugo Martin stated the studio is roughly the same size it was during the development of Doom (2016).
- Why did the CWA file a complaint against Microsoft? The union alleges that Microsoft refused to negotiate with them before laying off hundreds of developers.
- Is the id Tech engine still being supported? According to Martin, id Tech is “alive and well” and is supported by engineers across multiple studios, including MachineGames and locations in Frankfurt.
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