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UCLA's Miracle & Battlefield's 7M Sales: The Leadership Alpha No One Talks About
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UCLA's Miracle & Battlefield's 7M Sales: The Leadership Alpha No One Talks About

A deep dive on EA's 7M-unit launch , a leadership case study from UCLA's 0-4 turnaround , and Chris Casanova on outcome-based team structures.

Welcome to the GM MAG Newsletter.

This week, we’re focused on the single most powerful and most expensive variable in game development: Leadership. It’s the “alpha” that can turn a franchise-killing disaster into a record-breaking launch, or a failing team into a high-performance unit, all with the same people.

We have a packed episode. In this week’s MAG, we cover:

  • Macro: The Battlefield 6 redemption story. Selling over 7 million units in its debut, this launch proves blockbuster demand is back. We break down the “Vince Zampella effect” and the focused, humble AAA model that made it work.

  • Alpha: A must-hear case study from UCLA Football. We explore how a mid-season leadership change—with the exact same players —flipped a 0-4 disaster into a 3-0 powerhouse by fixing the core strategy. How does this apply to your game team?

  • GameDev: An excerpt from our chat with veteran producer Chris Casanova. He explains why your “craft-based” silos (art, eng, design) are killing your project and how to swap to “outcome-based” teams for better alignment and velocity.

→ Listen on Spotify, Apple (More Gamemakers content on YouTube)


Updates & Corrections:

Two updates/corrections from the last episode of MAG: The Economics of the EA Acquisition: Lessons in M&A for Game Executives | MAG #6

  • EA Saudi PIF Acquisition Focus on Cost Cutting: In the last episode of MAG, I basically reinforced the consensus view from Bloomberg, Financial Times, Game Developer, and other publications that suggested that Silver Lake’s involvement and looking at operational efficiency by comps suggest we should expect “significant cost-cutting measures.” Based on a further discussion with Matthew Kanterman and Chris Petrovic on this topic, I have revised my view that: 1. While there may be some cost-cutting, it likely will not be significant as many think, despite Silver Lake’s involvement, and 2. The comparison of FCF/(# employees) of EA to others is not apples to apples.

  • Copy, Improve, Innovate Framework Credit: Although Zynga is often credited and often takes the credit for the concept of traditional/improve/new in game design/development, shout out to Phillip Black for finding the original source: Sid Meier.

Top 3 News

  1. Battlefield 6 Sells 7M+ at Launch (Reuters): EA’s flagship shooter moved more than seven million copies in its debut stretch, giving the newly private company a strong early signal on franchise health ahead of the holidays. Big for AAA pipeline confidence and Battlefield’s live-ops runway.

  2. Nintendo ramps up Switch 2 production to 25 million units by March 2026 (Bloomberg): Nintendo increased Switch 2 production targets to 25 million units by March 2026, exceeding analyst estimates of 17.6 million. Early sales are tracking 77% ahead of the original Switch, making it Nintendo’s fastest-selling console since its June 5, 2025 launch.

  3. Arc Raiders playtest reaches 185,000 concurrent players on Steam alone (PC Gamer): The extraction shooter Arc Raiders hit over 185,000 concurrent Steam players during its final pre-release playtest, ranking fourth on Steam’s most-played list. This signals strong anticipation for the October 30 launch, with actual player counts likely much higher across Epic, PlayStation 5, and Xbox Series X/S.

1️⃣ Macro | Battlefield 6: The Western AAA Redemption Story

After years of doom-posting about Western AAA being dead, Battlefield 6 just proved everyone wrong.

The Numbers That Matter

  • 7+ million units sold in first 3 days (biggest franchise launch ever)

  • 747K peak CCU on Steam (4x previous franchise record, EA’s biggest Steam launch)

  • Went from 4.2M units (BF 2042) to 7M units (BF 6) at launch

  • 172 million matches played opening weekend

  • 15 million hours watched on streaming platforms

For context: Battlefield 2042 was considered franchise-killing. It dropped from 100K concurrent players to 5K within months. EA stock tanked. Players revolted.

So what changed?

The Turnaround Formula

Three and a half years of focused development broke down into:

1. Leadership That Matters
EA brought in Vince Zampella to oversee Battlefield. This guy co-founded Infinity Ward (Call of Duty), built Respawn (Apex Legends, Star Wars Jedi), and has a 20-year track record of shipping hits. When Vince signs on, quality follows.

2. Coalition Model With Clear Pillars
Rather than chaos across studios, each got specific outcomes:

  • DICE: Core Battlefield DNA, multiplayer foundation

  • Motive: Single-player campaign (addressing BF 2042’s biggest complaint)

  • Criterion: Vehicle combat and systems (their specialty)

  • Ripple: Battle Royale mode

Each studio focused on what they do best, with explicit accountability for their pillar.

3. Back to Basics
They stopped chasing trends and returned to Battlefield DNA:

  • ✅ Four classes (assault, engineer, support, recon)

  • ✅ 64 players (not trend-chasing 128)

  • ✅ Single-player campaign

  • ✅ Tactical squad play and massive destruction

  • ❌ No more specialists

  • ❌ No more broken launches

4. Battlefield Labs: Community in Development
They created an NDA community program that let real players test pre-alpha builds and provide feedback while there was still time to fix things. This wasn’t marketing—this was product development.

5. Delayed Until Ready
Originally slated for 2024, EA gave it another year. Rare for them, but it paid off massively.

Why This Matters for Western AAA

For years the narrative has been: “Western AAA is too bloated, too risk-averse, too broken. Chinese studios are eating our lunch.”

Battlefield 6 proves: Western AAA can still work if you execute well.

The lesson isn’t “bigger budgets” or “more people”—it’s:

  • ✅ Give games time

  • ✅ Bring in proven leadership

  • ✅ Specialize production with clear outcomes

  • ✅ Listen to your community

  • ✅ Don’t chase trends—nail your core DNA

  • ✅ Polish before shipping

Vince Zampella didn’t throw more money at this. He set vision and held teams accountable. That’s the anti-bloat model that works.

One More Thing: Vince Zampella is EA’s Secret Weapon

If you don’t know who Vince is, here’s the highlight reel:

Infinity Ward Era (2002-2010)

  • Call of Duty (2003)

  • Modern Warfare (2007) - redefined modern military shooters

  • Modern Warfare 2 (2009) - 25M+ copies, bestselling game of its generation

Respawn Era (2010-Present)

  • Titanfall franchise

  • Apex Legends - 100M+ players, $2B+ lifetime revenue

  • Star Wars Jedi: Fallen Order - 10M+ copies

  • Star Wars Jedi: Survivor

Now Vince oversees all EA shooter franchises as Group GM:

  • Battlefield

  • Apex Legends

  • Rumored Star Wars FPS project

  • Star Wars Jedi series

Hot take: Vince Zampella might be the most valuable executive at EA—more valuable than CEO Andrew Wilson. EA is a hits-driven business, and Vince is a hits machine.

If I’m the Saudi PIF (EA’s new private owner), I’m doing whatever it takes to keep Vince happy.


2️⃣ Alpha | Leadership: The Ultimate Force Multiplier

We obsess over budgets, talent, IP, and market trends. But what if the biggest alpha is who’s leading and how they lead?

The Navy SEAL Story You Need to Know

In Jocko Willink’s Extreme Ownership, he recounts a story from SEAL Hell Week training:

  • Boat Crew 6 consistently finished last

  • Boat Crew 2 always won

  • Instructors swapped the leaders

What happened? Boat Crew 6 went from last to first. Same people. Different leader.

The takeaway: Leadership can be a binary 0-to-1 outcome. The difference between total failure and massive success often isn’t resources—it’s leadership.

Case Study: UCLA Football’s Mid-Season Miracle

Now let’s talk about a real-world 2025 example that just happened.

The Setup:
UCLA football hired DeShaun Foster as head coach—UCLA alum, former NFL player, local hero. But he’d never been a head coach before.

The Disaster (First 4 Games):

  • Record: 0-4 (zero wins, four losses)

  • Lost to Utah 10-43 (33-point blowout)

  • Lost to UNLV, New Mexico (sub-tier programs)

  • Averaging 14 points per game on offense

  • Giving up 31 points per game on defense

  • Players looked lost, demoralized, no fight

What Was Wrong?

  1. Wrong scheme for personnel: Foster ran a pro-style power running offense. But UCLA had a mobile QB (Nico Iamaleava from Tennessee), an undersized speed-focused roster, and a weak O-line. They were forcing a power scheme on a team built for speed and space.

  2. Overcomplicated play-calling: Too many formations, pre-snap adjustments, shifts. Players were thinking instead of playing.

  3. No accountability: Soft culture, no consequences for mistakes, no standards.

  4. Wrong defensive philosophy: Bend-don’t-break soft coverage that gave up death by a thousand cuts.

The Mid-Season Shake-Up:
After 0-4, UCLA’s AD made a move you almost never see in college football: fired the head coach mid-season.

  • Promoted Tim Skipper (defensive coordinator) to interim head coach

  • Brought in Jerry Neuheisel as new offensive coordinator (former UCLA QB, spread offense expert)

Same roster. Same players. Same quarterback. Only thing that changed: leadership, scheme, philosophy.

The Turnaround (Next 3 Games):

  • Record: 3-0

  • Beat #7 Penn State 42-37 (top 10 upset)

  • Beat Michigan State, Maryland

  • Went from 14 PPG to 33 PPG on offense

  • Went from 31 PPG to 22 PPG on defense

  • Total yards jumped from 250 to 425 per game

  • Players had energy, confidence, clean execution

What Changed?

1. Scheme Fit
Neuheisel implemented a spread tempo offense that matched the roster:

  • RPO (run-pass option) plays for the mobile QB

  • Faster tempo, simpler play-calling

  • Utilized speed and space advantages

2. Brutal Accountability
Skipper instituted clear standards:

  • Don’t execute in practice? You don’t play in games. Period.

  • Miss assignments? Benched.

  • Execute well? Publicly praised, more responsibility.

3. Crystal Clear Roles
Every player knew exactly what was expected:

  • “You’re the starting linebacker—you’re the QB of the defense”

  • “You’re backup corner—your job is special teams at 100%”

  • No ambiguity. No confusion.

4. Restored Belief
Foster had lost the locker room. Skipper came in and said: “You guys are talented. We can beat anybody. I believe in you.”

When players believe, they play differently—faster, harder, with confidence.

The Alpha Insight

Same people. Different leadership. Different strategy. Infinite improvement.

This is as true for your game studio as it is for UCLA football or Navy SEAL boat crews.

Questions You Should Ask Right Now

If you’re a studio lead, answer these honestly:

  1. Am I using my people well, or forcing them into roles that don’t fit their strengths?

  2. Is my production model adapted to my team, or am I using a scheme that doesn’t work for us?

  3. Am I focused on fundamentals, or chasing flash without nailing basics?

  4. Am I adaptive, or rigidly sticking to a plan that’s clearly not working?

  5. Do I have accountability and belief, or is my culture too soft?

The brutal reality: The games industry is in crisis. Layoffs everywhere. Studios closing. Budgets out of control. Games flopping.

Yes, the industry is hard. Yes, the environment is difficult.

But that’s exactly why leadership matters most right now.

You can’t fix bad leadership with more money or more people. You fix it with better leadership and better strategy.

UCLA proved a 0-4 team can fix everything in one week. Battlefield 6 proved a franchise-killing disaster can become a record-breaking success in one dev cycle.

Call to action:
Invest in your leaders. Train them. Hold them accountable. If they’re not performing, replace them.

If you ARE a leader: be adaptive, be aggressive, simplify, focus on fundamentals, make bold strategic pivots when necessary.

Because if you get leadership and strategy right, everything becomes possible.


3️⃣ GameDev | Structure Teams to Win: The Outcome-Based Model

For this section, we’re featuring insights from Chris Casanova, veteran producer with experience at Microsoft/Xbox, Mojang, Relic, and High Pixel Studios.

Chris wrote a fantastic article called Structure Teams to Win that addresses a root cause of failure in game development: bad organizational structure.

The Problem: Craft-Based Silos

Most studios organize by discipline:

  • All designers in one team

  • All engineers in another

  • All artists in a separate group

This creates:

  • ❌ Constant handoffs between teams

  • ❌ Games of telephone that lose intent

  • ❌ Delayed communication loops

  • ❌ “Throwing specs over the fence” mentality

  • ❌ Lack of ownership over outcomes

The Solution: Outcome-Based Teams

Instead of organizing by what people do, organize by what needs to be built.

Example: Procedural Worlds Team

Rather than having designers, engineers, and artists split across different silos working on “procedural generation,” you create ONE cross-functional team with a specific mission:

Mission: “Every new world seed feels fresh, readable, performant. Traversal and discovery naturally surface points of interest, resources, and risks.”

Team Composition:

  • Designer (world generation logic)

  • Engineers (procedural algorithms, performance)

  • Artists (biome visual variety, readability)

  • All focused on ONE outcome

Measurable Goal: “Biome novelty per hour” - players experience something new within X minutes.

Why This Works:

Clarity: Everyone knows exactly what they’re building and why
Ownership: One team owns the entire outcome, not pieces of it
Speed: No handoffs, no waiting for other departments
Specialization: Team builds deep expertise in their domain
Accountability: Success or failure is clear

Key Principles

1. Keep Teams Immutable (Mostly)
Don’t constantly change the mission or composition. Let teams:

  • Build excellence in their area

  • Develop strong relationships

  • Avoid constantly re-forming and re-storming

2. Arm Teams to Win
A football team of only quarterbacks would get destroyed. Similarly, your team needs the right mix of skills to execute their mission.

Ask: Can this team actually deliver on what we’re asking them to do?

3. Align to Product, Not Process
The team structure should reflect the product you want to build, not just the functional disciplines you hired.

The Sports Analogy

Imagine fielding a football team with only quarterbacks. You’d get wrecked.

Outcome-based teams are like having:

  • QB (designer)

  • O-line (engineers)

  • Receivers (artists)

  • Running backs (technical artists)

All working together toward ONE goal: moving the ball down the field.

Practical Takeaway

If you’re structuring (or restructuring) your studio:

  1. Identify core outcomes your game needs to deliver

  2. Build cross-functional teams around each outcome

  3. Give each team clear ownership and measurable goals

  4. Staff teams with the skills needed to fully execute

  5. Keep teams stable so they can build mastery

This is a fundamental shift from “we have a design team, an engineering team, an art team” to “we have a combat team, a progression team, a procedural worlds team”—each fully equipped to deliver their outcome.


Wrapping Up

Three big ideas this week:

  1. Battlefield 6 proves Western AAA can still dominate with focused execution, proven leadership, and respect for community + fundamentals

  2. Leadership is the highest-leverage alpha you can find—same people, different leader, completely different outcomes

  3. Outcome-based teams crush discipline silos because they own entire features end-to-end, not disconnected pieces

The full conversation with Chris Casanova drops soon as a special episode—we go deep on team size, psychological safety, and a complete org chart for an AA shooter. Keep an eye out for it.

Please like, share, and comment. It really helps us grow.

Catch you next week, GameMakers. 🎮

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