Why Do Executives Get Millions After Layoffs? A Spanish Banker Gave the Answer Eight Years Ago

Electronic Arts CEO Andrew Wilson received $38.65 million in total compensation for fiscal 2026, even though studios involved in developing Battlefield 6 had been hit by layoffs only months earlier. The two facts seem absurd when placed side by side, but within the incentive structure surrounding major corporations they follow a recognizable financial logic, even if that does nothing to make the human consequences easier to accept.

 

Electronic Arts’ official SEC filing lists Andrew Wilson’s fiscal 2026 total compensation at $38,649,984. That figure consisted of a $1.3 million salary, almost $28.5 million in stock awards, $6.5 million in non-equity incentive compensation, and roughly $2.37 million in other compensation. The timing inevitably drew attention because EA had confirmed layoffs in March affecting teams at DICE, Criterion, Ripple Effect, and Motive, all studios that contributed to Battlefield 6. EA did not disclose the number of employees affected, while the game itself had delivered the biggest launch in Battlefield history, selling more than seven million copies during its first three days.

The obvious question is therefore difficult to avoid. If a company is doing that well, why does it need to eliminate jobs? And if saving money really is necessary, why does the process not begin with executive compensation worth tens of millions of dollars? Intuitively, good results should protect employees, while weak results should place at least some responsibility on the executives who made the strategic decisions.

A short and brutally cynical answer came from Spain back in 2018. Rodrigo Rato, the former Bankia chairman, Spanish economy minister, and IMF managing director, famously remarked during a parliamentary inquiry: “That’s the market, my friend.” Rato was later convicted in 2024 of tax offenses, money laundering, and private-sector corruption, a judgment he said he would appeal. His remark nevertheless remains an unusually effective summary of a system in which a company can celebrate commercial success, eliminate jobs, and richly reward senior management at the same time.

 

Profit Above Everything, but Not Because the Law Literally Demands It

 

The first misconception is that layoffs necessarily mean a company is performing badly. Sometimes the opposite is true. Once an expensive project has shipped, management may decide it no longer needs the same staffing level to operate it, or it may simply seek a higher profit margin. Labor represents one of the largest recurring expenses in game development, so eliminating hundreds of salaries can reduce costs quickly enough to become visible in subsequent quarters. That does not automatically make the decision creatively wise or ethically defensible, but it can make the financial effect easy to measure.

Another common explanation is that executives at American public companies are legally required by their fiduciary duties to maximize shareholder profits at virtually any cost. The reality is more nuanced. Directors and officers do owe duties of care and loyalty and are expected to act in the interests of the corporation and its stockholders, but U.S. corporate law, particularly the business judgment rule used in Delaware, gives boards substantial discretion and does not impose a blanket requirement to maximize short-term quarterly profit. A CEO therefore cannot credibly claim that the law itself required a particular round of layoffs. Investor expectations and compensation structures, however, can create very powerful incentives pointing in that direction.

Consider who owned substantial portions of EA immediately before its privatization was completed on August 4, 2026. According to the company’s July 21 ownership disclosure, every outside holder above the 5% threshold was a giant financial institution or investment manager:

  • Public Investment Fund – 9.83%
  • BlackRock – 8.87%
  • Vanguard – 7.05%
  • State Street – 5.61%
  • Pentwater Capital Management – 5.08%

Those organizations were not holding billions of dollars’ worth of EA shares because they particularly loved Battlefield, Mass Effect, or The Sims. They manage capital for pension funds, institutions, and individual investors, meaning their central concern is generating an adequate return on that capital. This is where the system becomes impersonal. There does not need to be one malicious shareholder sitting in a room selecting which developer should lose a job. Instead, layers of financial incentives can reward management for making decisions that reduce costs and improve measurable returns.

EA’s own executive compensation structure demonstrates the connection. Its fiscal 2026 annual bonus program used financial measures including non-GAAP net revenue and earnings per share, while long-term performance stock awards were tied to net bookings, non-GAAP operating income, and total shareholder return. The bulk of Wilson’s reported compensation was not ordinary cash salary but equity-based compensation designed to connect his personal financial outcome to the company’s performance and share value. The plan does not literally say, “Lay people off and receive a bonus,” but it does create powerful incentives for decisions that improve the metrics on which executive rewards depend.

There is another important accounting misconception worth clearing up. Severance and restructuring expenses do not magically disappear under GAAP accounting: they are real expenses that must be recognized in the financial statements when applicable. Companies can exclude certain specified items from adjusted or non-GAAP measures, but those exclusions have separate disclosure requirements, and it is inaccurate to simply claim that the cost of layoffs does not count. In EA’s fiscal 2026 compensation calculations, for example, the disclosed adjustments included items such as stock-based compensation and acquisition-related expenses, but there was no blanket exclusion listed for ordinary employee severance.

This helps explain why layoffs can sometimes look most attractive to markets when the underlying company is actually healthy. If revenue remains stable, eliminating recurring expenses can translate relatively cleanly into higher operating profit and margins. If a company is already cutting because products are failing and cash is disappearing, the same announcement tells a very different story. From an employee’s perspective the result is identical, a lost job, but investors may interpret one case as proactive efficiency and the other as evidence of a business in distress.

The larger question is whether this model remains sustainable for video games over the long term. Concentrating resources on the biggest franchises, reducing headcount, and shutting down anything that cannot immediately promise a strong return may look rational on a spreadsheet. Games, however, are not interchangeable factory products. When experienced teams disappear, experimentation becomes harder, institutional knowledge is lost, and dependence on a handful of supposedly safe franchises increases. If audiences eventually tire of one of those brands, the company may discover that the cost savings also removed some of the people capable of creating what comes next.

Financial markets do not necessarily understand games better than the people making them, either. In January 2026, Google’s unveiling of its experimental Project Genie AI system triggered a sharp sell-off across gaming stocks: Unity lost more than 20% in a day, Roblox dropped by double digits, and Take-Two fell close to 10% as investors worried that AI-generated interactive environments might disrupt conventional development. Within days, analysts were already arguing that the reaction had been excessive. That episode captures the central paradox remarkably well: the same market that can erase billions of dollars in value within hours because of an experimental technology demo can also help determine which studios, projects, and ultimately which jobs are considered profitable enough to keep.

Source: 3DJuegos, SEC, The Verge

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