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Cover of The Hidden Levers of Game Discovery: Supply and Demand
Article

The Hidden Levers of Game Discovery: Supply and Demand

The primary thesis of this analysis is that video game discoverability is increasingly dictated by a fundamental mismatch between supply and demand.

  • The number of games on Steam grew from 5,000 in 2015 to over 60,000 by 2022, creating a supply-side saturation that outpaces the 62% growth in daily active users since 2019.
  • The market has shifted to a 'no-reset' environment where evergreen hits and Games as a Service (GaaS) titles capture long-term player attention, making it increasingly difficult for new releases to gain traction.
  • While Unity reported a 93% increase in game creation between 2020 and 2021, the market has transitioned to a 'hit-driven' curve where the majority of indie titles struggle to recoup costs compared to previous years.
GameDiscoverCoApr 2020
Cover of Creating League of Legends Champions: Our Production Framework Revealed
30 min
Game Developers Conference30 min

Creating League of Legends Champions: Our Production Framework Revealed

The production of champions for League of Legends relies on a rigorous, multi-phase framework designed to balance creative innovation with operational scalability.

  • Riot Games manages the creative chaos of champion development by implementing a structured production framework that prioritizes clarity, scalability, and flexibility to prevent creative energy from being wasted on process-related confusion.
  • The development process is divided into distinct phases—Ideation, Pre-production, Production, and Sustain—each with clearly defined deliverables to ensure the team knows exactly when a project is ready to advance.
  • During the Ideation phase, the team utilizes a 'pattern lock' deliverable, which requires identifying the champion's strategic identity and finalizing three of their five core abilities to prove the character's viability.
Game Developers ConferenceNov 2019
Cover of Console Game Discovery: 4 Big Trends in 2022
Article

Console Game Discovery: 4 Big Trends in 2022

The console gaming landscape in 2021 is defined by shifting discovery patterns, the rise of subscription models, and distinct platform-specific audience preferences.

  • Success on Xbox and PlayStation is increasingly driven by external visibility on platforms like YouTube, Twitch, and Steam, making a strong PC presence a critical precursor to console performance.
  • Subscription services like Xbox Game Pass are shifting the industry toward lump-sum deals and curated discovery, though this model complicates long-term revenue projections and makes securing placement increasingly competitive.
  • Steam wishlists are inconsistent predictors of first-week sales; titles with 5,000–9,999 wishlists typically sell between a few hundred and 3,000 units, while those with 20,000–50,000 wishlists see sales ranging from 2,000 to over 15,000 units.
GameDiscoverCoNov 2019
Cover of A New Dimension to Below: Personal Discovery and Adaptation
30 min
Game Developers Conference30 min

A New Dimension to Below: Personal Discovery and Adaptation

The development of the title Below serves as a case study in overcoming significant technical and creative hurdles through iterative adaptation and cross-disciplinary collaboration.

  • The development team for Below achieved its distinct visual style by combining 3D geometry with hand-painted normals and flat cards, creating a complex 'Zelda-skew' perspective where objects point toward the camera to avoid clipping.
  • Initial production workflows were highly inefficient, requiring artists to compile assets via batch files that took up to 30 minutes and script changes through text editors rather than using a real-time game editor.
  • To improve productivity, the team developed in-game tools that allowed for real-time movement of assets, light editing, and post-process adjustments, significantly reducing the need for external scripting and level reloads.
Game Developers ConferenceMay 2019
Cover of Sprawozdanie z Działalności PlayWay S.A.: za okres od 1 stycznia 2018 r. do 31 grudnia 2018 r.
Regulatory notice28 pages

Sprawozdanie z Działalności PlayWay S.A.: za okres od 1 stycznia 2018 r. do 31 grudnia 2018 r.

PlayWay S.A. demonstrated a robust financial and operational trajectory throughout 2018, characterized by a decentralized development model and a highly liquid balance sheet.

  • PlayWay S.A. achieved a net profit of 16.37 million PLN and net sales revenue of 34.8 million PLN in 2018, driven largely by the Steam platform, which accounted for 70% of total revenue.
  • The company maintains an exceptionally strong balance sheet with 37.5 million PLN in cash reserves and a 93% equity-to-assets ratio, enabling self-financed operations without external debt.
  • Growth is supported by a decentralized model overseeing over 20 subsidiary studios, including key entities like Ultimate Games and Frozen District.
PlayWayApr 2019
Cover of Building a Living World from Ancient Ruins in Assassin's Creed Odyssey
56 min
Game Developers Conference56 min

Building a Living World from Ancient Ruins in Assassin's Creed Odyssey

The creation of ancient Greece for Assassin’s Creed Odyssey centers on the synthesis of rigorous historical research and large-scale, modular production techniques.

  • The development team managed the massive geographic scope of ancient Greece by coordinating nine global studios under a unified creative vision and a honeycomb design philosophy.
  • Production efficiency was achieved through a robust pipeline featuring over 35 architecture kits and 4,000 unique props, supplemented by procedural tools for vegetation and cave systems.
  • The project utilized agile two-week development sprints to maintain consistency and alignment across decentralized teams throughout the production cycle.
Game Developers ConferenceApr 2019
Cover of Raport Bieżący Nr 68/2018
Regulatory notice2 pages

Raport Bieżący Nr 68/2018

Movie Games S.A., an associate company of PlayWay S.A., entered into a formal licensing agreement with Discovery Licensing Inc. in December 2018 to develop and publish a video game based on the popular television franchise Mythbusters.

  • Movie Games S.A. secured a licensing agreement with Discovery Licensing Inc. in December 2018 to develop and publish a video game based on the Mythbusters television franchise.
  • The partnership grants Movie Games rights to utilize Discovery’s trademarks, music, sound assets, and character likenesses for a game title scheduled for release in late 2019.
  • Discovery will lead a large-scale international marketing campaign, including television advertisements, product placement, and digital outreach to the Mythbusters Facebook page's 6.6 million followers.
PlayWayDec 2018
Cover of Raport Bieżący Nr 60/2018
Regulatory notice1 page

Raport Bieżący Nr 60/2018

Ultimate Games, a subsidiary of PlayWay S.A., entered into a strategic licensing agreement with Discovery Licensing Inc. in November 2018 to develop and publish a video game based on the popular survival television series Naked and Afraid.

  • Ultimate Games, a subsidiary of PlayWay S.A., secured a strategic licensing agreement in November 2018 to develop and publish 'Naked and Afraid: The Game' based on the Discovery reality series.
  • The licensing deal grants the developer full rights to utilize the show's trademarks, musical scores, sound assets, voice recordings, and character likenesses.
  • Discovery committed to a comprehensive marketing strategy, including television advertisements, product placement, and endorsements from the show's survivalists to promote the game's early 2020 release.
PlayWayNov 2018
Cover of Raport bieżący nr 39/2018: Zawarcie umowy licencyjnej z Discovery – gra Deadlist Catch
Regulatory notice2 pages

Raport bieżący nr 39/2018: Zawarcie umowy licencyjnej z Discovery – gra Deadlist Catch

Ultimate Games, a subsidiary of PlayWay S.A., has entered into a strategic licensing agreement with Discovery Licensing Inc. to develop and publish a video game based on the popular television franchise Deadliest Catch.

  • Ultimate Games, a subsidiary of PlayWay S.A., has secured a licensing agreement with Discovery Licensing Inc. to develop and publish 'Deadliest Catch: The Game' for a 2019 release.
  • The agreement grants the developer access to core intellectual property, including trademarks, music, voice acting, and character likenesses from the Deadliest Catch television franchise.
  • Discovery will manage a comprehensive global marketing campaign, incorporating television advertising, product placement, talent endorsements, and promotional support on digital distribution platforms.
PlayWayJun 2018
Cover of The Digital Museum - Assassin’s Creed Origins Discovery Tour - Extra Credits
7 min
Extra Credits7 min

The Digital Museum - Assassin’s Creed Origins Discovery Tour - Extra Credits

The Discovery Tour mode in Assassin’s Creed Origins represents a significant milestone in the integration of interactive entertainment and formal education.

  • The Discovery Tour mode in Assassin’s Creed Origins establishes a proof-of-concept for AAA studios to repurpose commercial game engines into formal educational tools for historical study.
  • By removing combat and incorporating expert historical consultation, the mode successfully transforms a high-fidelity game environment into a digital museum experience.
  • The current implementation relies on a restrictive, linear 'on-rails' design that mirrors traditional audio tours, which limits the medium's potential for self-directed learning.
Extra CreditsMay 2018
Cover of Exploring SimCity: A Conscious Process of Discovery
64 min
Game Developers Conference64 min

Exploring SimCity: A Conscious Process of Discovery

The development of SimCity centers on the philosophy that sandbox games thrive when built upon simple, modular systems that encourage emergent gameplay.

  • Sandbox game development should follow a breadth-first approach, layering core mechanics, feedback, and player tools incrementally to justify development effort through actual gameplay experience rather than theoretical design.
  • Avoid the 'complexity rabbit hole' by keeping individual simulation components simple; early prototypes for SimCity (2013) showed that over-engineering systems like power plants created unmanageable UI and performance requirements.
  • Performance in sandbox simulations requires avoiding global loops; instead, use bucketed systems and round-robin scheduling to propagate navigation and agent information across frames.
Game Developers ConferenceMar 2018
Cover of Facebook Instant Games – The state of play
23 min
PocketGamer.biz23 min

Facebook Instant Games – The state of play

Facebook Instant Games functions as a cross-platform, HTML5-based gaming ecosystem integrated directly into the Messenger and Facebook interfaces.

  • Multiplayer engagement is the primary driver of retention, with users playing across multiple chat threads exhibiting up to five times higher engagement than solo players.
  • Facebook Instant Games leverages a massive potential audience of over 2 billion users on Facebook and 1.3 billion on Messenger to facilitate frictionless, social-first gaming.
  • In-thread updates are the most critical discovery channel, accounting for 47% of all game sessions on the platform.
PocketGamer.bizMar 2018