Ubisoft Layoffs at Splinter Cell Studio: What It Means for Gaming [2025]
Ubisoft just swung the axe again. Forty developers at Ubisoft Toronto found themselves without jobs as the megapublisher continues its relentless cost-cutting campaign. But here's the thing: the Splinter Cell remake they were working on isn't dead. The company insists it's still in active development, as confirmed by Kotaku.
This isn't the first time Ubisoft has cut staff this year. It's not even the second. The company's been slashing headcount across multiple studios, canceling games, and restructuring its entire organization, according to TweakTown. And frankly, it's making a lot of people in the industry nervous.
What makes this particular layoff interesting is the contradiction at its core. Ubisoft killed 40 positions at the studio working on one of its most anticipated remakes, yet promises the game will still ship. That's... complicated. How do you develop a AAA remake with fewer people? What does this mean for the game's scope, timeline, and quality? And more importantly, what's actually going on inside Ubisoft right now?
Let's break down what happened, why it happened, and what it signals about the state of the gaming industry in 2025.
TL; DR
- 40 developers laid off: Ubisoft Toronto cut a significant portion of its workforce as part of ongoing restructuring, as reported by Game Developer.
- Splinter Cell remake still active: Despite layoffs, the studio confirmed the remake is in active development.
- Broader pattern: This is part of a massive restructuring that includes multiple studio cuts and game cancellations.
- Vantage Studios shift: New Tencent-backed subsidiary will lead development on major franchises, reshuffling priorities, as noted by VGChartz.
- Industry concern: Pattern raises questions about AAA game development sustainability and workforce stability.


Estimated data suggests that focusing on bigger franchises and extended development cycles are the most effective strategies for managing costs and ensuring profitability in AAA game development.
The Immediate Impact: 40 Jobs Gone at Ubisoft Toronto
Ubisoft Toronto lost 40 employees in this latest round of cuts. That's a significant hit to any studio, but especially one working on a flagship project. Toronto's a major part of Ubisoft's development infrastructure, responsible for Watch Dogs, Far Cry 6, and Splinter Cell Blacklist over the years. These aren't small experimental projects. These are tentpole franchises.
The cuts were announced as part of what Ubisoft calls the "final phase" of its global cost-savings plan, as detailed by Game Developer. There's something ominous about that phrasing. "Final phase" suggests there have been multiple phases already. And there have. This isn't a one-time adjustment. It's a sustained assault on headcount.
In a statement to media outlets, Ubisoft said the layoffs didn't reflect the quality of the affected workers. Standard language, sure, but also true. These developers didn't get fired because they weren't good at their jobs. They got fired because the company decided it needed fewer people on staff. Big difference.
Ubisoft also promised severance packages and career placement assistance. That's more than some companies offer, so there's that. But it doesn't change the underlying reality: 40 people are now job hunting in an industry that's already seen brutal layoffs across 2024 and into 2025, as highlighted by PC Gamer.
The timing matters too. These cuts come as Ubisoft's working on multiple remakes and new entries in established franchises. It's not like the company's in crisis mode desperate to survive next quarter. Ubisoft's financially stable, as reported by BBC. This is strategic cost-cutting, which somehow feels worse. The jobs disappearing isn't about necessity. It's about margin expansion.


Estimated distribution of layoffs shows Ubisoft Toronto faced significant cuts, impacting ongoing projects like the Splinter Cell remake. Estimated data.
But Wait: The Splinter Cell Remake Is Still On
Here's where it gets confusing. Ubisoft laid off 40 people at the studio making the Splinter Cell remake, then announced the Splinter Cell remake is still happening. The company confirmed this in internal communications and public statements, as noted by MobileSyrup. So what gives?
There are a few explanations, none of them great. First, maybe the 40 jobs cut aren't all directly tied to the remake. Toronto works on multiple projects. If the layoffs were distributed across different initiatives, the remake's core team could theoretically survive with reduced support staff.
Second, maybe the cuts are happening now because the project's at a specific milestone. Perhaps the pre-production phase is wrapping up and the studio needs fewer people for the next stage. Theoretically possible, but you'd usually expect the opposite. Most projects need more people as they move into full production.
Third, and most likely, Ubisoft's optimizing for a leaner development process. The industry's been moving toward smaller core teams with specialized contractors handling specific tasks. Maybe Toronto's pivoting to that model.
Ubisoft also mentioned that Toronto will continue supporting other projects like Rainbow Six Siege alongside Ubisoft Montreal, as reported by WNHUB. This suggests the studio's expected to stretch its remaining workforce across multiple commitments. More work, fewer people. The math doesn't exactly add up in the developers' favor.

The Bigger Picture: Ubisoft's Massive Restructuring
This Toronto layoff isn't happening in isolation. It's part of a comprehensive restructuring that's been unfolding over months. Ubisoft's basically rebuilding its entire organizational structure, and it's messy, as detailed by Variety.
Massive Entertainment, the studio behind The Division franchise, saw cuts. Ubisoft Stockholm lost jobs. Ubisoft Paris went through a "voluntary mutual termination agreement" that put 200 positions at risk. The company also canceled Prince of Persia: The Sands of Time remake and at least five other games.
Seven additional titles got delayed. That's not a minor shuffle. That's a portfolio-wide reset.
Why? Because Ubisoft's launching something called Vantage Studios, a new subsidiary funded by Tencent. This studio will centralize development on Ubisoft's biggest franchises: Assassin's Creed, Far Cry, and Rainbow Six. The idea seems to be consolidating power and resources into one entity that can move faster and leaner than Ubisoft's traditional distributed studio model, as explained by Game Developer.
From a business perspective, you can see the logic. Ubisoft's studios have historically operated semi-independently with their own cultures and development practices. That creates redundancy. A single centralized studio focused purely on the biggest franchises should theoretically be more efficient. Fewer meetings, faster decisions, less waste.
But from a human perspective, it's devastating. These restructurings always are. Studios get consolidated, teams get shuffled, institutional knowledge walks out the door. And the remaining staff gets burned out faster because there are fewer of them handling the same workload.


Estimated data suggests that 40% of laid-off developers may move to other studios, while 30% might join smaller studios or go indie. A significant portion, 20%, could leave the industry entirely.
What Actually Happens to the Splinter Cell Remake Now?
Let's talk practical reality. A AAA remake is a massive undertaking. We're talking hundreds of millions in budget, hundreds of developers, and years of work. You don't just lose 40 people and continue on like nothing happened.
So the Splinter Cell remake will likely get one or more of the following:
Scope reduction: Features get cut. Graphics targets get lowered. Map size shrinks. Multiplayer gets simplified or removed. The game that ships probably isn't the game that was being designed before the layoffs.
Timeline extension: The project takes longer. Fewer people working means slower progress. What was planned for 2025 slips to 2026. What was planned for 2026 maybe doesn't happen at all.
Quality compromise: The game ships, but it's rougher around the edges. More bugs, less polish, less optimization. Remember Cyberpunk 2077? Scale that concern down and you're probably in the right ballpark.
Contractor reliance: Ubisoft hires external studios and freelancers to fill gaps. Some tasks get outsourced. This creates coordination challenges but maintains headcount numbers on paper.
Milestone-based approach: The game ships in phases. Core content hits one date, additional features roll out later. Season pass model becomes essential to revenue, not optional.
The truth is, only the people inside Ubisoft and potentially Tencent know exactly what's happening. From the outside, we're working with limited information and educated guesses.
Why Is Ubisoft Cutting Costs So Aggressively?
Ubisoft's not broke. The company's profitable. Its franchises still sell millions of copies. So why the nuclear option on headcount?
Investor pressure, primarily. Ubisoft's stock price has been disappointing compared to peers. The company's had some high-profile failures. Skull & Bones took eight years to ship and under-performed. Star Wars Outlaws shipped okay but didn't break records. The massive live service games everyone invested in didn't all pan out.
Shareholders want returns. When games take years to develop and sometimes flop, they're not getting them. So Ubisoft's being forced to prove it can be leaner, faster, and more profitable. That means cutting anything that doesn't directly contribute to revenue generation.
Live service games are expensive. They need constant updates and ongoing support. If a live service game doesn't attract millions of players, it's essentially a money sink. Ubisoft probably looked at its portfolio and decided several projects weren't worth continuing.
There's also the changing economics of game development. Production costs have exploded. A AAA game now costs $200 million or more. You can't take those kinds of financial risks without being extremely selective about what you're making.
Plus, there's the generative AI angle. Ubisoft's been investigating how AI tools might reduce production timelines and headcount needs. Maybe they're positioning themselves to need fewer artists, fewer coders, fewer sound designers as AI tools mature. It's speculative, but it's worth considering.
The simplest explanation though? Ubisoft's doing what publicly traded companies do: maximizing profit margins by minimizing costs. And labor is always the easiest place to cut when shareholder returns are disappointing.

Investor pressure and the need for shareholder returns are the primary drivers of Ubisoft's aggressive cost-cutting measures. Estimated data based on industry insights.
The State of AAA Game Development in 2025
This layoff is a symptom of a larger illness in the AAA game development space. The economics are breaking down.
Making a AAA game costs more than ever. Technology's more complex. Player expectations are higher. Marketing budgets are astronomical. And the time window to profit is shrinking because people move to the next game faster.
Meanwhile, game prices haven't increased substantially in over a decade. A new game still costs $69.99 on console, same as it did in 2013. But making that game costs twice as much. The math doesn't work anymore without aggressive live service monetization or major cost cuts.
Publishers have tried several solutions:
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Live service models: Turn every game into a $30-50 year-one cash grab with cosmetics and battle passes. Some work, many don't.
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Bigger franchises, fewer original games: Focus only on established IP that already has an audience. Less risk, more predictable returns.
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Outsourcing and contractors: Hire fewer permanent staff, use freelancers for specific tasks. Cheaper short-term, but creates quality and coordination issues.
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Extended development cycles: Make fewer games, spend more time on each one, maximize revenue per title.
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Cost reduction: Layoffs, studio consolidation, portfolio triage. Kill projects that aren't projected to make enough money.
Ubisoft's doing all of these simultaneously. That's the real story here.
What This Means for Game Quality and Innovation
When studios cut staff and consolidate around safe franchises, innovation suffers. There's less appetite for risk. There's less space for experimental gameplay or strange mechanics. Every project needs to be a financial home run.
The Splinter Cell remake is actually a good example of this. Splinter Cell as a franchise hasn't shipped a major entry since 2013. Blacklist came out that year and the series went silent for over a decade. Now Ubisoft's remaking the first game rather than creating something new.
Remakes are lower risk than new IPs. The audience already exists. The gameplay loop is proven. You're mainly updating graphics and controls for modern standards. It's a sensible business decision. But it's not pushing the medium forward.
When most AAA studios are in cost-cutting mode, consolidating around safe franchises, and laying off talented developers, the space for weird ambitious games shrinks. Smaller studios and indie developers pick up the slack, but they don't have the budget for massive open worlds or cutting-edge graphics that marketing departments push.
It's a vicious cycle. Publishers want safe bets. Investors want reliable returns. So studios make fewer games, spend more per game, and those games need to be increasingly safe and predictable. The mid-tier game largely disappears. The weird experimental stuff mostly comes from smaller studios with lower expectations.
Meanwhile, developers jump ship to more stable industries or start their own studios. The institutional knowledge walks. The next generation of game designers has fewer places to learn and grow.


The gaming industry faces rising development costs and stagnant game prices, leading to increased layoffs and economic challenges. Estimated data reflects projected trends.
Tencent's Role in Reshaping Ubisoft's Future
Tencent backing Vantage Studios isn't just a funding mechanism. It's a strategic bet on how Ubisoft should develop games going forward.
Tencent's one of the world's largest gaming companies. They own pieces of basically every major publisher. They have deep experience in live service games, particularly in Asia. They understand monetization, live service economics, and how to maintain player engagement over years.
When Tencent invests in something like Vantage Studios, they're presumably offering more than just money. They're offering strategy, expertise, and connections to Asian markets where games like Assassin's Creed could be absolutely massive if properly localized and monetized.
So Vantage Studios probably won't just be a studio that makes Western AAA games the way Ubisoft has historically made them. It'll probably be influenced by Tencent's approach to live service design, monetization strategies, and long-term player engagement mechanics.
That could be good or bad depending on your perspective. On the positive side, it means more expertise around how to keep games alive and profitable for years. On the negative side, it could mean more aggressive monetization, more cosmetic shops, more season passes, and more content locked behind paywalls.
It also means less independence for Ubisoft. Tencent now has a stake in how the publisher's biggest franchises are developed. Strategic decisions probably involve Tencent input. That's just how investment works.

The Human Cost: What About the Developers?
Amid all the business analysis and strategic discussion, it's easy to forget the actual people affected.
Forty developers at Ubisoft Toronto lost their jobs. That's 40 people who have to update their resumes, interview at other studios, or leave the industry entirely. Some will land on their feet. Others won't.
For many, 2024-2025 has been brutal. The gaming industry saw historic layoff numbers. Lots of positions have been cut but few new ones created. The job market is difficult. Senior developers are competing with mid-level developers for the same positions. Studios are being picky about who they hire because they don't trust the market will stay stable, as highlighted by PC Gamer.
Some of the Toronto developers will probably move to other studios. Ubisoft Montreal, maybe, or other publishers. Some will join smaller studios or go indie. Some will probably leave games entirely and pursue other careers.
That's a loss. Each developer that leaves takes institutional knowledge, expertise, and creative vision with them. They were trained by Ubisoft, contributed to the company's games, and now they're being cut loose to figure things out.
Ubisoft's offering "robust career placement assistance," which is nice. But the reality is that games industry job placement assistance from publishers varies wildly in quality. Some studios have genuine connections and really help. Others just hand you a list of phone numbers.
The broader issue is that the gaming industry has fundamentally broken the social contract with its workers. For decades, developers accepted lower salaries and longer hours because the work was creatively fulfilling and job security was relatively stable. But job security's gone now. Layoffs happen constantly. Positions that seemed permanent vanish overnight.

Will the Splinter Cell Remake Actually Release?
Here's the skeptical take: maybe. Eventually.
Ubisoft has committed to the project publicly. Canceling it now would be embarrassing and signal that their restructuring is actually causing problems rather than solving them. So the game probably ships.
But shipped doesn't mean good. It means it comes out. It could be buggy. It could be less ambitious than originally planned. It could be four years later than initially expected. But some version of it will probably hit players' hands.
The real question is whether it's good. Will 40 fewer people result in a game that feels compromised? Probably somewhat. It's hard to cut 20% of your team and maintain quality. Some corners will get cut, some features will get simplified, something will give.
Ubisoft might also be gambling that AI tools will fill some of the gaps. If they're using AI for asset generation, dialogue, or testing, they might be able to maintain scope with fewer people. That's speculative, but it's plausible.
Ultimately, we won't know until the game releases. And given Ubisoft's pattern of delaying things, that might not happen for a while. The company's definitely not rushing Splinter Cell out the door to prove the restructuring works. That would just create another Star Wars Outlaws situation where a major release underperforms because it wasn't ready.

Lessons for the Broader Industry
If you're a publisher, studio head, or investor watching Ubisoft, what should you learn from this?
First, massive restructuring is chaos. Even with the best planning, things break. Timeline estimates become unreliable. Quality suffers. The best people leave before you can stop them. If you're going to restructure, expect longer project timelines and accept some quality compromise.
Second, centralizing development around a single studio or company (Vantage in this case) creates risk concentration. If something goes wrong with your centralized studio, all your biggest franchises are at risk. Distributed development is less efficient but more resilient.
Third, live service games aren't a panacea. The company can't coast on three franchises forever. It needs a pipeline of new projects and new franchises. But those take investment and risk, which nobody wants right now. That's a strategic bind.
Fourth, trying to maintain quality while cutting costs creates contradiction. Something has to give. Usually it's timeline or quality or both. Be honest about the trade-offs.
For developers, the lesson is harsher: the industry's structure isn't designed to protect you. Plan accordingly. Build skills that transfer across studios. Maintain a network. Don't get too comfortable anywhere.
For players, the message is: AAA games are in transition. Some will be great, some will disappoint, and many will launch incomplete and improve over time via updates. The golden era of "buy at launch and it's complete" is fading. Live service is increasingly the default model, for better or worse.

Looking Ahead: What Comes Next
Ubisoft's probably going to keep cutting until the restructuring stabilizes. Vantage Studios needs time to prove it can deliver on the franchise tentpoles. Expect more delays, more portfolio triage, and probably more consolidation.
The gaming industry overall is going to keep consolidating around proven franchises. Original IPs will continue to shrink as a percentage of AAA releases. Live service games will become increasingly aggressive on monetization. The mid-tier game will remain mostly dead outside of specific studios that crack the code on being profitable without being massive.
AI tools will probably start having more visible impact on development pipelines over the next 2-3 years. Some studios will genuinely reduce headcount needs through AI integration. Others will hype AI benefits while hiring the same number of people. It'll be industry-dependent.
Wage pressure will ease as more developers stay in the industry longer out of necessity, even though they'd prefer to work elsewhere. The pandemic era shortage of developers will continue to fade. Competition for jobs will increase. Compensation will probably stagnate or decline in real terms.
The Splinter Cell remake will eventually release. It'll probably be fine. Not revolutionary, not disappointing, just a competent remake of a beloved classic with updated graphics and modern controls. It'll sell okay, probably not great, and everyone will move on to the next project.
Ubisoft will probably continue existing as a publisher but with less cultural relevance than it had in the 2010s. The company's best days of innovation are probably behind it. Future releases will be solid but predictable, hitting expected targets but not surprising anyone.

FAQ
How many developers did Ubisoft lay off at Toronto?
Ubisoft laid off 40 employees at Ubisoft Toronto as part of the company's ongoing cost-cutting plan. This represents a significant reduction in the studio's workforce and is part of a broader restructuring that has affected multiple Ubisoft studios globally. The layoffs were announced as the "final phase" of the company's cost-savings initiative, as reported by Kotaku.
Is the Splinter Cell remake still in development?
Yes, Ubisoft confirmed that the Splinter Cell remake is still in active development despite the layoffs at Toronto. The studio will continue working on the project while also providing support to other titles like Rainbow Six Siege alongside Ubisoft Montreal, as noted by WNHUB. However, the reduced workforce will likely impact development timelines and potentially the scope of the final product.
What is Vantage Studios and why did Ubisoft create it?
Vantage Studios is a new Tencent-funded subsidiary that Ubisoft created to centralize development of its biggest franchises: Assassin's Creed, Far Cry, and Rainbow Six. The studio was designed to consolidate resources and streamline development by moving away from Ubisoft's traditionally distributed studio model. This restructuring is part of the company's push to become more efficient and reduce redundancies across its development operations, as explained by Game Developer.
Why is Ubisoft laying off so many people despite being profitable?
Ubisoft is cutting costs to improve profit margins and respond to investor pressure about disappointing stock performance. The company has had several high-profile challenges including long development cycles, some underperforming releases, and failed live service experiments. By reducing headcount and restructuring around core franchises, Ubisoft aims to increase efficiency and profitability while managing development risks more carefully, as reported by Variety.
What other games has Ubisoft canceled or delayed?
Ubisoft canceled Prince of Persia: The Sands of Time remake along with at least five other unknown games. The company also delayed seven additional titles as part of its broader portfolio restructuring. These decisions were made to consolidate resources on projects that Ubisoft believed would be more commercially viable or that fit better with the new strategic direction under Vantage Studios, as detailed by TweakTown.
How does this layoff compare to other gaming industry job cuts?
The Toronto layoff is part of a larger wave of gaming industry job cuts that saw over 11,600 workers laid off in 2024 alone. While the 40 positions at Toronto are significant for that studio, they're part of a systemic issue in the industry where multiple major publishers have cut staff simultaneously. This represents one of the worst periods for gaming employment in recent history, as highlighted by GamesIndustry.biz.
Could the Splinter Cell remake quality be affected by the layoffs?
It's likely that the reduced workforce will impact the project in some way, whether through delayed timelines, reduced scope, or potential quality compromises. While Ubisoft hasn't specified what adjustments will be made, cutting 20% of a studio's workforce typically requires scope adjustments or timeline extensions to maintain quality standards. The company may also increase reliance on external contractors or AI-assisted development tools to compensate, as noted by MobileSyrup.
What does this mean for game developers looking for work?
For game developers, the current environment is challenging. With over 11,000 layoffs in 2024 and continued restructuring in 2025, job competition is intense. Developers should focus on building portable portfolios of shipped titles, maintaining networks across multiple studios, and potentially developing skills that transfer beyond traditional game development. The industry's historical promise of job security is no longer reliable, as reported by PC Gamer.

Wrapping Up: The Bigger Picture
The Ubisoft Toronto layoffs are a single event in a larger narrative about how the gaming industry's broken. Making AAA games has become economically unsustainable with current pricing models and development costs. Publishers are forced to either radically cut costs, embrace aggressive monetization, or both.
Ubisoft's chosen both. The company's restructuring around Vantage Studios, killing projects left and right, and laying off staff everywhere. It's a desperate grab for better margins and more predictable returns.
Will it work? Maybe. Vantage Studios might become incredibly efficient at making Assassin's Creed and Far Cry games that sell reliably. Or it might become a bloated bureaucracy that moves slower than the distributed studios it replaced. Nobody knows yet.
What we do know is that 40 people at Toronto just lost their jobs, a classic game in the Splinter Cell franchise is being remade with fewer resources, and the industry continues its march toward consolidation, standardization, and risk aversion.
For players, that probably means fewer surprises and more of the same. For developers, it means less stability and more uncertainty. For the industry, it means we're in transition to some new model that nobody's entirely figured out yet.
The Splinter Cell remake will release eventually. It'll probably be decent. And we'll all move on to thinking about whatever crisis the next major publisher announces.
Because in 2025, there's always a next crisis. That's just the reality of working in games now.

Key Takeaways
- Ubisoft cut 40 jobs at Toronto studio making Splinter Cell remake, yet confirmed game remains in active development.
- Layoffs part of massive restructuring launching Vantage Studios, Tencent-backed subsidiary centralizing Assassin's Creed, Far Cry, Rainbow Six development.
- Gaming industry cut 11,600+ jobs in 2024; restructuring typically impacts project timelines, scope, or quality.
- AAA game economics unsustainable with 69.99 pricing since 2013.
- Consolidation around proven franchises reducing industry's appetite for innovation and original IP investment.
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