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Atlantis

Company

25 documents in the library are about Atlantis, from writers such as Gamecity Hamburg, The Game Business and DiGRA. Each has a summary and key insights with the page they come from.

Documents
25
newest 2 Mar 2026

Connections

Each row is a game or company named alongside Atlantis, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about Atlantis

Cover of Evaluating the Classical Greek Reception in Genshin Impact through the Transcultural Study Lens: A Case Study of Enkanomiya Region
Whitepaper3 pages

Evaluating the Classical Greek Reception in Genshin Impact through the Transcultural Study Lens: A Case Study of Enkanomiya Region

This paper examines how classical Greek elements are incorporated into the storytelling of Genshin Impact, with particular attention to the Enkanomiya region, an underground civilisation modelled loosely on Atlantis and set within the game's fantasy world of Teyvat.

  • The paper argues that Genshin Impact (2020, produced by a Chinese studio) marks a shift in East Asian game design away from the anachronistic multicultural pastiche long associated with Japanese animation and games, toward a more deliberate, proactive multicultural approach.
  • Its central case study is the Enkanomiya region, an underground civilisation loosely modelled on Atlantis that blends Platonic philosophy, Greek mythological figures (Helios, Phaethon, Ouroboros) and Japanese mythological motifs within a single setting.
  • The analysis covers the region's architecture, narrative dialogue, cutscenes and player rituals, using Rachael Hutchinson's framework for textual and visual representation in games.
DiGRAMar 2026
Cover of Mapping the Atlantis in Inazuma: A Hellenistic Diffusion in Pop Gacha RPGs
Article

Mapping the Atlantis in Inazuma: A Hellenistic Diffusion in Pop Gacha RPGs

This paper examines how popular mobile gacha roleplaying games, particularly Genshin Impact and its Inazuma region with the submerged civilisation of Enkanomiya, function as digital continuations of the transcultural transmission of myths from the ancient Mediterranean to East Asia.

  • The paper argues that gacha RPGs such as Genshin Impact constitute a distinct mythological genre, characterised by multi-mythical embroidery, fragmented retelling of myths, hybridised worldbuilding, and devoted fan cultures.
  • Its central interpretive claim is that Genshin Impact's Enkanomiya blends Greek sun myths (such as Helios and his chariot) with Japanese mythology, framed as a plausible reflection of historical cultural exchange.
  • The paper draws parallels to earlier Hellenistic diffusion, including the Uzume and Baubo comparison, Heracles becoming a guardian figure in Gandhara Buddhism, and the Orpheus-Eurydice and Izanagi-Izanami resemblance traced via Scythian and Korean intermediaries to early Japan.
DiGRAMar 2026
Cover of Amazon Abandons Its Open World Driving Game with Maverick Games
Article

Amazon Abandons Its Open World Driving Game with Maverick Games

Amazon has officially terminated its publishing agreement with UK-based developer Maverick Games for an unannounced open-world driving title.

  • Amazon has terminated its publishing agreement with UK-based developer Maverick Games for their upcoming AAA narrative-led open world driving game.
  • Maverick Games, founded in 2022 by former Forza Horizon creative director Mike Brown, confirmed that development of the title remains ongoing as they seek a new publishing partner.
  • This move is part of a broader strategic contraction at Amazon Game Studios, which has recently cut MMO development staff, ceased operations on the title 'King of Meat,' and sold the MOBA 'March of Giants' to Ubisoft.
The Game BusinessFeb 2026
Cover of Which New Games 'Ruled' Interest at 2025's The Game Awards?
Article

Which New Games 'Ruled' Interest at 2025's The Game Awards?

Simon Carless's final GameDiscoverCo newsletter of 2025 measures which game reveals at The Game Awards generated the most interest, and it opens with a roundup of late-year industry news.

  • The 2025 Game Awards reached 171 million global livestreams, marking an 11% year-over-year increase in audience engagement.
  • The global games market grew 7.5% in 2025 to reach $197 billion, with PC market expansion driven primarily by premium releases.
  • Tomb Raider: Legacy Of Atlantis, Star Wars: Fate Of The Old Republic, Phantom Blade Zero, Resident Evil Requiem, and Divinity emerged as the top five most impactful announcements based on combined wishlist, trailer, and media metrics.
GameDiscoverCoDec 2025
Cover of Industry Snapshot: Games, Platforms and Major Announcements (Weeks 49–50)
Article

Industry Snapshot: Games, Platforms and Major Announcements (Weeks 49–50)

The snapshot covers weeks 49–50 of 2025, highlighting a mix of award successes, new releases, platform initiatives and industry events that signal sustained momentum across the video-game sector.

  • The indie title 'Clair Obscur: Expedition 33' achieved over 5 million cumulative sales, including 3 million units via Game Pass in its first month, while securing Game of the Year honors.
  • NetEase’s 'Where the Winds Meet' reached 9 million players in its first two weeks and hit a peak of 251,000 concurrent users on Steam.
  • Nintendo expanded its internal development capacity by acquiring Bandai Namco Singapore to establish Nintendo Studios Singapore.
SparkersDec 2025
Cover of The Game Awards Reveals That Blew Up on Steam
Article

The Game Awards Reveals That Blew Up on Steam

The Game Awards serves as a significant marketing platform for the gaming industry, capable of driving measurable audience interest and immediate commercial success for featured titles.

  • Following its nine-award win at The Game Awards, Expedition 33 saw daily sales volume increase by 6x, averaging 69,000 copies per day compared to its previous 12,000-copy average.
  • Expedition 33 sold over 200,000 additional copies post-awards, with 76% of sales occurring on Steam, 21% on PS5, and only 3% on Xbox, suggesting Game Pass cannibalized premium sales on the latter platform.
  • Total War: Warhammer 40,000 emerged as the top new-game reveal by Steam engagement, gaining 51,000 followers and demonstrating strong resonance with existing Warhammer franchise fans.
Alinea AnalyticsDec 2025
Cover of “It was amazing to have PlayStation behind us”
45 min
The Game Business45 min

“It was amazing to have PlayStation behind us”

Innovation and team culture serve as the primary drivers of success in the gaming industry, outweighing the influence of rigid business models or hardware specifications.

  • The gaming industry should shift from a AAA-focused model toward a double-A development approach, prioritizing small, agile teams to foster innovation and creative ownership.
  • Studio closures are frequently caused by a misalignment between a team's creative identity and the shifting strategic demands of large corporate partners like PlayStation and Meta.
  • The industry's reliance on hire-fire staffing models and commoditized development cycles is actively undermining the collaborative environments required for long-term stability and genuine innovation.
The Game BusinessJul 2025
Cover of Ru Weerasuriya Looks Back at Ready at Dawn’s History and Discusses His New Studio: Atlantis
Article

Ru Weerasuriya Looks Back at Ready at Dawn’s History and Discusses His New Studio: Atlantis

Ru Weerasuriya, co-founder of the former studio Ready at Dawn, reflects on his career trajectory, the closure of his previous company under Meta, and the launch of his new venture, Atlantis Studio.

  • Ru Weerasuriya, co-founder of Ready at Dawn, argues that the VR industry is currently failing to innovate because developers are prioritizing short-term player demands over pushing the boundaries of what the technology can achieve.
  • Ready at Dawn was acquired by Meta in 2020 to focus on long-term VR innovation, but the studio was shut down four years later due to a lack of alignment between the studio's creative DNA and Meta’s shifting strategic priorities.
  • Development of the 2015 title 'The Order: 1886' was constrained by a three-and-a-half-year development cycle, leading to the removal of 30% of the game's content and the cancellation of a functional multiplayer mode to meet release deadlines.
The Game BusinessJul 2025
Cover of Games Lift 2024: Hamburg Incubator Funding
Article

Games Lift 2024: Hamburg Incubator Funding

The Games Lift Incubator, an initiative organized by Gamecity Hamburg on behalf of the Free and Hanseatic City of Hamburg, has selected five developer teams to participate in its 2024 support program.

  • Gamecity Hamburg has selected five developer teams for the 2024 Games Lift Incubator, which begins on September 9, 2024.
  • Each selected team receives 15,000 euros in financial support and access to a one-year program featuring workshops, mentoring from over 30 industry experts, and a new joint trip to an international industry event.
  • The five winning projects are ForeFeathers (Team Honeybeak), Frisia – Cozy Villages (Rouven Cabanis), Light of Atlantis (Duck ‘n’ Run Games), Pubcrawler (Triflgard), and Tiny Garden (Tales from the Garden).
Gamecity HamburgJul 2024
Cover of Cultural Adaptation of Social Games to the Japanese Market
Article

Cultural Adaptation of Social Games to the Japanese Market

The Japanese social gaming market presents a high-barrier, high-reward environment that requires extensive cultural adaptation rather than simple translation.

  • Successful entry into the Japanese market requires deep cultural adaptation, as demonstrated by Nika Entertainment’s 'Atlantis Adventure' maintaining a top position on the Mobage platform for over 40 weeks.
  • Visual assets must be localized to match Japanese aesthetic standards, which include bright color palettes, character designs with large eyes and small bodies, and architectural styles that align with local expectations.
  • Developers should avoid imagery that could be perceived as mutant-like to prevent negative associations with historical events like the Fukushima disaster.
Game World ObserverJul 2016
Cover of Embracer Group Interim Report: Q1 FY 2026/27
Financial report24 pages

Embracer Group Interim Report: Q1 FY 2026/27

The Embracer Group’s interim report for the first quarter of the 2026/27 fiscal year outlines a period of operational stabilization and growth, characterized by a 24% year-over-year increase in net sales to SEK 3,943 million.

  • Embracer Group reported a 24% year-over-year increase in net sales to SEK 3,943 million for Q1 FY 2026/27, maintaining a full-year Cash EBIT guidance of at least SEK 1.0 billion.
  • The Embracer segment achieved 63% organic growth with SEK 3,134 million in net sales, driven by the release of Gothic 1 Remake and strong performance in the Entertainment & Services division.
  • The company reached a positive free cash flow of SEK 3 million for the quarter, marking a significant turnaround from the negative cash flow reported in the same period last year.
Embracer Group
Cover of Gamecity Hamburg at Gamescom 2026: All You Need to Know
Article

Gamecity Hamburg at Gamescom 2026: All You Need to Know

Gamecity Hamburg facilitates the participation of five local indie game studios at Gamescom 2026, held in Cologne from August 26 to 30.

  • Gamecity Hamburg is sponsoring five local indie studios at the Indie Arena Booth during Gamescom 2026, taking place in Cologne from August 26 to 30.
  • The selected studios and their respective projects are Pipapo Games (Map Map), Duck’n’Run Games (Light of Atlantis), Amberdive Interactive (REPLICORE), Buckfish Games (Unbreachable), and Symmetry Break Studio (Deep Fog Signals).
  • The Road to Gamescom program provides these developers with delegation packages and preparatory workshops to facilitate networking with international publishers, investors, and media.
Gamecity Hamburg