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title: "It's a nice story to tell": How DICE bounced back from...
description: Rebecka Coutaz, VP and GM for Battlefield Studios Europe, discusses how DICE and Electronic Arts overhauled their development process after Battlefield 2042's...
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og:description: Rebecka Coutaz, VP and GM for Battlefield Studios Europe, discusses how DICE and Electronic Arts overhauled their development process after Battlefield 2042's...
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# "It's a nice story to tell": How DICE bounced back from Battlefield 2042's disastrous launch to release the blockbuster Battlefield 6

**[GamesIndustry.biz](https://daily.dev/sources/gamesindustry)** · 7 min read · 0 upvotes · 0 comments

## Summary

Rebecka Coutaz, VP and GM for Battlefield Studios Europe, discusses how DICE and Electronic Arts overhauled their development process after Battlefield 2042's troubled 2021 launch. Key changes included reorganizing to support live-service updates, empowering teams, and splitting development across four studios (DICE, Criterion, Motive, and Ripple Effect) working in parallel from the start rather than joining late. The approach paid off: Battlefield 6 sold over 7 million copies in three days and became the best-selling game of 2025 in the US, despite some rough patches including layoffs and mixed reception for spinoff Battlefield Redsec.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.gamesindustry.biz/its-a-nice-story-to-tell-how-dice-bounced-back-from-battlefield-2042s-disastrous-launch-to-release-the-blockbuster-battlefield-6>

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