Insomniac Games
CompanyUnited States
13 documents in the library are about Insomniac Games, from writers such as Game World Observer, Game Developers Conference and Game File. Each has a summary and key insights with the page they come from.
- Articles
- 10
Connections
The documents about Insomniac Games on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.
On Steam
Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.
- Revenue as publisher
- $4K
- 1 games
- Revenue as developer
- $314.8M
- 7 games
- Units sold
- 8.0M
- as publisher or developer
- Headquarters
- United States
Insomniac Games’s best-selling games on Steam
| Game | Released | Share of the best seller | Revenue | Units |
|---|---|---|---|---|
| Marvel’s Spider-Man RemasteredDeveloper | 2022 | $155.2M | 3.6M | |
| Marvel's Spider-Man: Miles MoralesDeveloper | 2022 | $74.4M | 2.1M | |
| Marvel's Spider-Man 2Developer | 2025 | $56.0M | 1.3M | |
| Ratchet & Clank: Rift ApartDeveloper | 2023 | $23.6M | 547K | |
| Sunset OverdriveDeveloper | 2018 | $4.8M | 361K | |
| Song of the DeepDeveloper | 2016 | $803K | 76K | |
| Slow Down, BullDeveloper and Publisher | 2015 | $4K | 1,106 |
Documents about Insomniac Games
The Better Angels of Nature
The video game industry possesses a unique capacity to influence climate discourse by embedding environmental themes directly into interactive experiences.
- Xbox continues its corporate restructuring, with Ninja Theory set for closure and ongoing consolidation of studios like Playground Games and Turn 10, which Matt Booty notes is only about 75% complete.
- Public support for Net Zero initiatives in the UK has declined significantly, dropping from 70% a few years ago to 40%, largely due to a perceived lack of agency among the public to influence climate outcomes.
- Speakers at the Green Games Summit suggest that developers can improve climate communication by focusing on local nature preservation and realistic representations of energy systems, rather than relying on abstract climate messaging.
Seven Things You Probably Didn't Know About Naughty Dog Co-founder Jason Rubin
Jason Rubin’s career trajectory serves as a foundational case study in the evolution of the North American video game industry from the 1980s through the modern era of virtual reality and artificial intelligence.
- Jason Rubin co-founded Naughty Dog and, with Andy Gavin, developed early games like "Ski Crazed" and "Dream Zone" before creating "Crash Bandicoot," which became a major PlayStation IP in 1996, competing with Mario and Sonic.
- Sony acquired Naughty Dog in 2001, and the studio released the critically and commercially successful "Jak and Daxter" series on PS2, with Naughty Dog sharing their efficient environment instancing system with Insomniac Games for "Ratchet and Clank."
- Rubin and Gavin left Naughty Dog in 2004, and Rubin later worked at Meta (formerly Oculus) in various senior roles, leaving in 2026 as the company shifted away from VR, a move that didn't align with his personal passions.
Can PlayStation’s Housemarque repeat the FromSoftware story?
Housemarque is currently navigating a strategic evolution as a first-party PlayStation studio, aiming to elevate its historically niche, arcade-inspired design philosophy into the realm of major, top-tier gaming franchises.
- Housemarque is transitioning from a niche arcade developer to a major first-party PlayStation studio by scaling its high-intensity, flow-state gameplay for a broader, mainstream audience.
- The studio currently employs approximately 120 people and is leveraging Sony’s internal resources, user testing, and collaborative infrastructure to support this growth.
- Housemarque aims to replicate the success trajectories of established studios like Naughty Dog and Insomniac Games by treating new intellectual properties as long-term foundations for player engagement.
Video Game Actors to Go on Strike Over AI
Video game voice and performance actors represented by SAG-AFTRA initiated a strike in July 2024 following a 21-month impasse in negotiations with major Western video game publishers.
- SAG-AFTRA video game actors are initiating a strike following a 21-month impasse in negotiations over AI protections, specifically regarding the use of digital replicas of their faces, voices, and bodies.
- Industry representatives claim an agreement was reached on 24 of 25 proposals, including wage increases and AI consent requirements, but the union maintains that current offers on informed consent and compensation remain insufficient.
- Hasbro is pivoting its corporate identity from a toy company to a 'games, IP and toys' company, committing $125 million in annual capital expenditures toward video game development.
Thwips and Hugs: The Animation of 'Marvel's Spider-Man 2'
Insomniac Games approaches the development of Marvel’s Spider-Man 2 through a performance-first philosophy that prioritizes actor-driven movement and iterative collaboration over rigid pre-planning.
- Insomniac Games utilized the PlayStation 5's high-speed SSD to enable seamless transitions during the Sandman boss fight, streaming open-world assets like pedestrians and traffic in real-time to maintain gameplay continuity during large-scale cinematic sequences.
- To ensure authentic American Sign Language (ASL) representation, the team employed deaf body doubles and interpreters on set, allowing actors to perform signing sequences while maintaining eye contact and physical alignment with their scene partners.
- Performance capture for complex combat sequences involved using multiple stunt actors to mirror main cast members, which allowed the team to capture cleaner data by avoiding gravity-related constraints and providing multiple variations for animation selection.
Game File: GDC 2024 Highlights
The 2024 Game Developers Conference (GDC) served as a focal point for industry updates, ranging from high-profile logistical anomalies to strategic shifts in game development.
- Panic reported that two pallets of Playdate consoles valued at $400,000 were lost in transit in Las Vegas, with evidence suggesting they were mistakenly delivered to a nearby construction site.
- Panic has sold 70,000 Playdate units to date and aims to make the hardware a profitable enterprise in 2024 by reallocating staff and finalizing the long-delayed stereo dock.
- Game publishers are currently prioritizing risk-averse strategies, focusing heavily on sequels, licensed properties, and remakes rather than new intellectual property.
Over 2,000 Games Industry Professionals Lost Their Jobs in February, 5x Year-Over-Year
The global video game industry experienced a significant surge in workforce reductions during February 2024, with at least 2,027 professionals losing their jobs.
- The video game industry recorded at least 2,027 layoffs in February 2024, a fivefold increase compared to the 386 jobs lost in February 2023.
- Total industry layoffs for the first two months of 2024 have already exceeded 8,000, putting the sector on track to surpass the 10,500 total layoffs documented in all of 2023.
- Sony Interactive Entertainment accounted for the largest share of February's reductions with 900 job cuts, including the closure of London Studio and staff reductions at Naughty Dog, Insomniac Games, and Guerrilla Games.
Hackers Allegedly Steal Nearly 200GB of Epic Games Data
The hacker group Mogilevich recently claimed to have breached Epic Games’ internal servers, asserting the theft of approximately 189GB of sensitive data.
- The hacker group Mogilevich claims to have stolen 189GB of sensitive Epic Games data, including emails, passwords, payment details, and proprietary source code.
- Epic Games has found no evidence to support the breach and reports that Mogilevich failed to provide proof of the theft when contacted.
- Mogilevich, a ransomware-for-hire operation, threatened to leak the allegedly stolen data publicly if a buyer was not found by their set deadline.
Insomniac Breach: The Economics of Hacking the Games Business
The Insomniac Games data breach, orchestrated by the Rhysida ransomware group, highlights a significant disconnect between the technical capabilities of hackers and their understanding of the video game industry’s economic fundamentals.
- The Rhysida ransomware group failed to secure a $2 million ransom from Sony after stealing 1.7 terabytes of confidential Insomniac Games data, confirming that hackers often struggle to monetize stolen gaming assets.
- Major data breaches, including those at Rockstar Games and Capcom, have failed to negatively impact long-term commercial success, as evidenced by record-breaking engagement for Grand Theft Auto VI despite its prior leak.
- Google’s $700 million antitrust settlement regarding the Play Store represents only 0.3% of its annual revenue, though it mandates significant changes to payment ecosystem structures.
GMTK Reading List: October 2023
The October 2023 edition of the Game Maker’s Toolkit reading list serves as a curated digest of critical discourse surrounding major video game releases from that period.
- As of October 2023, AAA game development is defined by a tension between leveraging established intellectual property and the necessity for mechanical innovation.
- Critics of Assassin’s Creed Mirage argue that the game's attempt to return to series roots resulted in a regressive experience that failed to incorporate modern advancements in stealth design.
- Analysis of Insomniac Games' Spider-Man 2 suggests that while the title prioritizes style over substance, it remains highly successful in adapting the franchise for an interactive medium.
PlayStation Head of Internal Production Connie Booth Leaves Sony After 34 Years
Sony Interactive Entertainment has officially confirmed the departure of Connie Booth, the long-standing head of internal production at PlayStation.
- Connie Booth, the head of internal production at PlayStation, has departed Sony Interactive Entertainment after a 34-year tenure.
- Booth was a foundational figure in the development of major franchises including Crash Bandicoot, Spyro, Uncharted, The Last of Us, and Marvel’s Spider-Man.
- Throughout her career starting in 1989, Booth contributed to over 120 titles and was inducted into the Academy of Interactive Arts & Sciences Hall of Fame in 2020.
AMA: Brian Horton, Creative Director on Insomniac Games’ Marvel’s Spider-Man: Miles Morales
Marvel’s Spider-Man: Miles Morales serves as a focused character study that establishes Miles as a distinct hero through unique bioelectric powers and a narrative deeply rooted in the protection of his Harlem community.
- Insomniac Games utilized a focused, intimate narrative scope to establish Miles Morales as a distinct hero while maintaining high production quality during the logistical constraints of the global pandemic.
- The development team differentiated Miles from Peter Parker by creating unique combat styles and traversal animations, supported by specialized motion capture techniques.
- Authenticity in the Harlem setting was achieved through direct collaboration with local residents and story consultants, alongside the integration of American Sign Language via professional ASL actors.