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Naughty Dog

CompanyUnited States

27 documents in the library are about Naughty Dog, from writers such as Game Developers Conference, Game World Observer and Jason Schreier. Each has a summary and key insights with the page they come from.

Documents
27
newest 7 Oct 2026
Steam revenue
$200.6M
estimate, its games

Connections

The documents about Naughty Dog 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.

Key figures from the reports

  • Regional development costs significantly impact project viability, with developers in regions like Poland operating at roughly 30% of the salary costs compared to major studios like Naughty Dog, allowing for more sustainable production budgets.

    GameDiscoverCo, 2026 · Why is Xbox betting big on Kojima?, p. 32

  • Naughty Dog allocates 20 to 25 percent of the total development schedule specifically for the alpha and beta polish phases to ensure high-level quality.

    Game Developers Conference, 2018 · Polishing Uncharted 3, p. 11

On Steam

Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.

Revenue as developer
$200.6M
3 games
Units sold
5.1M
as publisher or developer
Headquarters
United States

Naughty Dog’s best-selling games on Steam

GameReleasedShare of the best sellerRevenueUnits
The Last of Us™ Part IDeveloper2023$96.4M2.2M
UNCHARTED™: Legacy of Thieves CollectionDeveloper2022$58.6M1.7M
The Last of Us™ Part II RemasteredDeveloper2025$45.7M1.2M

Documents about Naughty Dog

Cover of The Hidden Way Video Game Companies Exploit Workers
17 min
Jason Schreier17 min

The Hidden Way Video Game Companies Exploit Workers

The video game industry frequently utilizes a tiered employment structure that creates a significant divide between full-time staff and agency-hired contractors.

  • Video game companies frequently use external agencies to hire 'contractors' who perform the same full-time, long-term roles as permanent staff but are denied equivalent benefits, paid time off, and company perks.
  • The use of agency workers allows companies to bypass significant employment costs, including expensive healthcare premiums and mandatory severance packages during layoffs.
  • When major companies like Xbox announce large-scale layoffs, the figures often exclude agency workers, meaning the actual number of people losing their jobs is significantly higher than reported.
Jason SchreierOct 2026
Cover of Why Video Game Studios By Big-Name Developers Fail So Often
21 min
Jason Schreier21 min

Why Video Game Studios By Big-Name Developers Fail So Often

The frequent failure of independent game studios founded by veterans from major AAA companies stems from a disconnect between the resources of large organizations and the realities of smaller, independent operations.

  • New studios founded by AAA veterans often fail because they lack the specialized infrastructure—such as dedicated marketing, cinematic teams, and administrative support—that large companies like Blizzard or Rockstar provide by default.
  • Founders frequently struggle to adapt to modern market realities, such as the necessity of Early Access, community building via Discord, and iterative beta testing, instead relying on outdated 'surprise launch' strategies that are no longer effective.
  • Excessive venture capital funding, common during the 2021–2022 zero-interest-rate period, often leads to 'scope creep,' where studios artificially inflate project size and headcount to match their inflated budgets, resulting in complacency and unmanageable complexity.
Jason SchreierOct 2026
Cover of Wolverine Sales Analysis
Article

Wolverine Sales Analysis

Wolverine has achieved significant commercial success in its initial three-day launch window, generating $130 million in revenue from 1.9 million copies sold.

  • Wolverine generated $130 million in revenue from 1.9 million units sold within its first three days of release.
  • Physical sales accounted for 22.9% of the game's total launch revenue.
  • Despite a 77 Metacritic score and significant social media backlash, the game outperformed several recent titles, including Resident Evil Requiem (24.7% higher revenue) and Crimson Desert (54.8% higher revenue) in their respective three-day launch windows.
Alinea AnalyticsSep 2026
Cover of Why is Xbox betting big on Kojima?
46 min
GameDiscoverCo46 min

Why is Xbox betting big on Kojima?

The gaming industry is currently undergoing a structural transformation as the dominance of proprietary PC launchers wanes and the financial viability of massive, high-budget single-player projects faces intense scrutiny.

  • Sony’s decision to drop Hideo Kojima’s 'Physint' project is likely driven by the financial risk of high-budget titles, as games like 'Death Stranding' require sales of 6 to 7 million copies to justify production costs estimated at $150 million to $200 million.
  • Ubisoft is beginning to scale back its intrusive PC launcher on Steam, testing the removal of the requirement on 'Prince of Persia: The Lost Crown' as part of a broader strategy to improve user experience.
  • The AAA game industry is facing a structural shift where the traditional model of massive, high-cost investment is becoming unsustainable, leading to calls for a period of 'faceplanting' to force a transition toward more unconventional and cost-effective development methods.
GameDiscoverCoSep 2026
Cover of PlayStation's Live-Service Initiative Could Not Have Gone Worse
20 min
Jason Schreier20 min

PlayStation's Live-Service Initiative Could Not Have Gone Worse

PlayStation’s strategic pivot toward live-service gaming, initiated around 2020–2021 with the goal of launching a dozen such titles by 2026, has largely failed to yield the intended results.

  • Sony's live-service initiative, which aimed to launch a dozen live-service titles by 2025-2026, has largely failed, resulting in significant resource depletion and the cancellation of multiple high-profile projects.
  • Guerrilla Games has rebooted 'Horizon Hunters: Gathering' following poor performance in playtests conducted throughout 2026, casting doubt on the project's future.
  • Naughty Dog canceled its 'The Last of Us' online project in 2023 to avoid the long-term resource trap of becoming a dedicated live-service studio.
Jason SchreierAug 2026
Cover of A Deeper Look at PlayStation 5 Pro's Updated PSSR
Article

A Deeper Look at PlayStation 5 Pro's Updated PSSR

This analysis examines the technical evolution of Sony’s PlayStation Spectral Super Resolution (PSSR) technology, as detailed in a recent presentation at the 2026 SIGGRAPH conference.

  • Sony has updated PlayStation Spectral Super Resolution (PSSR) to move reconstruction mathematics out of the neural network and back onto the GPU, allowing the AI to focus exclusively on calculating blend weight 'kernels' for denoising.
  • The original PSSR struggled with temporal noise in particles and translucent materials, particularly at high upscaling ratios like 720p to 2160p, due to an inefficient 8-bit neural network architecture.
  • By offloading reconstruction to the GPU and shifting the AI model to a Kernel Prediction Network (KPN) approach, Sony has reduced the system's workload, improved performance at lower base resolutions, and lowered training costs.
AI and GamesAug 2026
Cover of How One Game Studio Wasted Six Years Trying To Beat Grand Theft Auto
20 min
Jason Schreier20 min

How One Game Studio Wasted Six Years Trying To Beat Grand Theft Auto

The collapse of Lightspeed LA’s ambitious project, Last Sentinel, serves as a cautionary tale regarding the challenges of replicating the success of established industry giants.

  • Lightspeed LA, founded in 2020 by former Rockstar San Diego head Steve Martin and backed by Tencent, failed to deliver its open-world cyberpunk game 'Last Sentinel' after six years of development.
  • The project was cancelled and 80 staff members were laid off following a failed 2026 playtest that resulted in an unmet ultimatum from Tencent.
  • The studio struggled to bridge the production gap between its team of a few hundred employees and the 2,000-person workforce typically required to build high-fidelity, open-world titles like Grand Theft Auto.
Jason SchreierJul 2026
Cover of Seven Things You Probably Didn't Know About Naughty Dog Co-founder Jason Rubin
Article

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.
The Game BusinessJun 2026
Cover of Naughty Dog co-founder Jason Rubin on Crash Bandicoot, trying to save THQ, and the state of VR
62 min
The Game Business62 min

Naughty Dog co-founder Jason Rubin on Crash Bandicoot, trying to save THQ, and the state of VR

The evolution of the video game industry is defined by a persistent tension between creative autonomy and the logistical constraints of corporate oversight.

  • The success of the Crash Bandicoot franchise demonstrates that high-quality design and strategic platform targeting can overcome restrictive management environments and manufacturing bottlenecks.
  • Efforts to revitalize legacy publishers like THQ reveal that deep-seated operational and financial systemic issues often negate the output quality of individual development teams.
  • The industry-wide shift toward edgier content and increased production budgets was largely driven by the competitive pressure to match the market success of titles like Grand Theft Auto.
The Game BusinessJun 2026
Cover of Can PlayStation’s Housemarque repeat the FromSoftware story?
32 min
The Game Business32 min

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.
The Game BusinessJun 2026
Cover of Pointless
Article

Pointless

The closure of Bluepoint Games by Sony in February 2026 marks the end of a studio widely regarded as the industry leader in remakes and remasters.

  • Sony announced the closure of Bluepoint Games, effective March 2026, ending the studio's tenure as a PlayStation subsidiary after its 2021 acquisition.
  • Bluepoint Games, which employed approximately 70 staff, released no original titles during its four-and-a-half years under Sony ownership, following the cancellation of a live-service project set in the God of War universe in early 2025.
  • The studio's final credits include its 2020 PS5 launch remake of Demon's Souls and a support role on Sony Santa Monica’s God of War: Ragnarok.
Hit PointsFeb 2026
Cover of 12 Photos Taken by Video Game Developers
Article

12 Photos Taken by Video Game Developers

This analysis explores the creative perspectives of prominent video game developers through an unconventional journalistic exercise conducted at the 2026 DICE Awards in Las Vegas.

  • At the 2026 DICE Awards in Las Vegas, developers from studios including Supergiant Games, Sandfall Interactive, and Naughty Dog participated in a project to capture photographs within a mundane green room environment.
  • The exercise challenged industry leaders—including directors, writers, and animators—to demonstrate how they interpret space, scale, and narrative outside of their typical professional development roles.
  • Participant photographs ranged from abstract architectural details and still-life studies of snack tables to candid portraits of the reporter-filled environment.
Game FileFeb 2026