Jo Burba among 200-plus ESO layoffs as Xbox culls leadership team
ZeniMax Online drops top executives after Microsoft mass layoffs, moving transition duties to new ESO leaders Nick Giacomini and Josh Henderson.

ZeniMax Online head Joseph Burba is among over 200 staff laid off at the Elder Scrolls Online studio, including senior leadership roles like executive producer Susan Kath, game director Rich Lambert, and production director Ala Diaz. The move forces a leadership transition while ZeniMax Online’s headcount has already fallen sharply since late 2024.
ZeniMax Online head Joseph Burba, who helped build The Elder Scrolls Online since its 2014 launch and was promoted to studio lead in July last year, is among over 200 staff laid off at the ESO studio last week. Alongside Burba, key leadership roles are also being cut: executive producer Susan Kath, game director Rich Lambert, and production director Ala Diaz, according to a list of impacted roles obtained by Game File.
The immediate twist is that the outgoing execs are not being fully removed from the chessboard. Documents seen by Game File say Burba, Kath, Lambert, and Diaz will remain at the studio for “the next few months” to help transition a new leadership team. That incoming team consists of ESO game lead Nick Giacomini and business operations lead Josh Henderson, with an internal memo from the outgoing leadership stating, “We have tremendous confidence in Josh and Nick, the future of this studio, and the continued growth of ESO,” and adding that work is wrapping up for Update 51 and beyond.
Why this matters is not just personnel drama. It is how a live-service game survives when its internal engine gets smaller, faster. ZeniMax Online Studios and its parent, ZeniMax Media Inc, are based in Maryland, and the reporting arrives through role lists tied to Microsoft’s recent mass layoffs. This is part of a broader corporate pattern: Microsoft’s layoffs hit ZeniMax Media as well. Of the 379 people impacted in total, 213 were from ZeniMax Online Studios and 166 from ZeniMax Media, including Bethesda Game Studios and Bethesda’s publishing concerns.
Executives tend to see headcount cuts as a clean lever. Fewer people can mean lower fixed costs, and leadership reorganizations can look like a quick path to efficiency. But the source also highlights what those cuts can cost in practice: “Lopping off executive staff is probably a quick and easy way to save money, but it also means destroying-especially in the case of Burba-decades worth of institutional knowledge.” In other words, it is not only about payroll. It is about losing the hard-won know-how that tells teams what has worked, what has broken, and what players will tolerate.
The studio’s situation has reportedly been deteriorating for a while. The article notes that ZeniMax Online has shrunk considerably since late 2024, with headcount “roughly 461” if union membership is any indication. After layoffs in 2025 and 2026, the studio has lost at least 40% of its workforce. In live-service terms, that is the difference between running a pipeline and running a marathon while someone quietly removes support staff from the back of house.
So what happens to “growth” when the team is contracting? The internal memo uses the phrase “continued growth of ESO,” but the documents also set boundaries around the transition, not a full reboot. The source adds that it is unclear how growth will be achieved given the severity of the headcount reduction. That uncertainty is echoed indirectly by ESO community manager Kevin Gbolie, who wrote after the layoffs that “the plan is still to deliver great content, and we will hopefully have an update soon.” The language matters: the studio is signaling continuity in content delivery, but it is also implicitly acknowledging that timing and execution depend on stabilizing leadership and staffing.
For boards, investors, and other executives watching from the next office over, the second-order issue is governance and survivability. When outgoing leaders stay “for the next few months,” it is effectively a short runway for knowledge transfer and operational continuity. That kind of transition support is designed to prevent a live product from taking a sudden hit while strategy is reworked. But it is also a signal that the company believes there is enough operational momentum to keep shipping updates like Update 51 while leadership reorients under new responsibilities.
Even the composition of the new leadership team is revealing. Giacomini is identified as ESO game lead, and Henderson as business operations lead. That split frames the near-term priorities as both creative output and the business mechanics that keep a subscription and content cadence running. In studios with shrinking headcount, those dual tracks become tightly coupled. If business operations cuts too deep, creative output suffers. If creative output continues without matching operational capacity, production risk rises.
And for anyone building or funding live-service games, the strategic stakes are simple: layoffs at the top of a live product can ripple through production, planning, and player confidence even when the plan is still to “deliver great content.” Microsoft’s broader purge, combined with ZeniMax Online’s reported workforce contraction since late 2024, suggests the market is in a tougher phase where leadership structure and continuity can matter as much as budgets. The transition may be temporary in duration, but it is not temporary in impact. The question now is whether the new leadership team can convert institutional knowledge transfer into stable delivery, and whether “continued growth of ESO” is still feasible after the studio has already taken on the kind of workforce reduction that changes everything about how fast, how safely, and how reliably a live game can evolve.
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