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Skydance New Media

CompanyUnited States · Founded 2019

Skydance New Media is a video game development studio founded by Skydance on November 18, 2019, led by Amy Hennig.

Documents
2
newest 9 Jun 2026

Connections

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

About the company

Founded
2019
Country
United States

Company data from IGDB.com

Documents about Skydance New Media

Cover of The new Paramount Games: 'We are not looking to chase GTA'
40 min
The Game Business40 min

The new Paramount Games: 'We are not looking to chase GTA'

Paramount Games has established an integrated business unit designed to transform the company’s intellectual property into a cornerstone of its broader entertainment strategy.

  • Paramount Games has launched an integrated business unit that combines internal studios and a dedicated publishing arm to transition from traditional licensing to a sustainable, high-quality production model.
  • The company is pursuing a 'responsible ambition' strategy that prioritizes narrative-driven AAA experiences over the high-risk, massive-budget development models used by industry giants like Rockstar Games.
  • Creative authenticity is maintained by pairing specific intellectual properties with developers who have a genuine passion for the source material, exemplified by the partnership with PlatinumGames for 'Teenage Mutant Ninja Turtles: The Last Ronin'.
The Game BusinessJun 2026
Article

Irrelevant Play

The gaming industry’s role in major Hollywood acquisitions is increasingly marginal, as evidenced by the recent multi-billion dollar bidding war between Netflix and the Paramount-Skydance consortium.

  • Rising demand for AI-related processing chips is driving memory costs upward through 2027, forcing the next generation of consoles to prioritize conservative technical specifications and aggressive pricing.
  • Traditional media firms like Netflix struggle to integrate gaming because their passive, auteur-driven models conflict with the collaborative, live-service requirements of successful game development.
  • While 51 percent of Netflix subscribers have engaged with its gaming offerings, the company’s simultaneous shuttering of internal studios highlights a fundamental disconnect between Hollywood acquisition strategies and the operational needs of the gaming sector.
SuperJoostDec 2025