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What did Eidos Montreal change after more layoffs?

More layoffs, same restructuring message

In follow-up coverage of Eidos Montréal’s staffing cuts, the company reiterated that it is continuing a multi-year pattern of layoffs. Alongside the decision to reduce headcount again—this time described as affecting 124 employees—Eidos Montréal also confirmed the departure of its studio head, David Anfossi.

The company’s stated logic was consistent across the reporting: the studio is reshaping operations to “adapt” and to “concentrate efforts where Eidos-Montréal can be most effective.” That language typically points to reallocating work away from areas being trimmed and toward other priorities the studio is trying to fund with fewer people.

What’s described as being impacted

The coverage characterizes the layoffs as extending across both: - Production teams - Support teams

So the changes are not limited to one stage of game making. Cutting both production and support can affect development output and the overhead that keeps projects running smoothly—everything from internal tooling and QA support to broader pipeline assistance.

Leadership transition

Anfossi’s exit also matters operationally. He joined the studio as a producer on Deus Ex: Human Revolution and had led the studio for more than a decade. Losing both the studio head and a large portion of the workforce at the same time is the kind of combination that can change development pacing and project focus.

Why it matters

Even if players never see direct day-to-day effects immediately, mass headcount reductions can influence: - how quickly patches and updates are produced, - how many projects can be supported in parallel, - and how confidently studios can plan long-term content roadmaps.

Based on the information provided, the “what changed” is straightforward: further layoffs plus a leadership departure, with the studio linking both to a need to restructure and concentrate resources.


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