Skip to main content

Unreal

Game

Documents about Unreal

Cover of The Economic Impacts of Video Game Technology Spillover: UK and Nordic Economies
Report68 pages

The Economic Impacts of Video Game Technology Spillover: UK and Nordic Economies

The analysis quantifies how video-game technology generates measurable economic benefits beyond the entertainment sector, arguing that spill-over effects constitute a significant engine of growth for advanced-technology economies.

  • In 2021, video game technology spill-overs contributed £1.3 billion in total output and £760 million to UK GDP, while sustaining 9,900 non-gaming jobs.
  • Spill-over activity from the UK games industry accounts for 13% of the sector's gross value added and 19% of its total employment.
  • Non-gaming roles supported by game technology—primarily in IT, business services, and energy—command average salaries 25% higher than the UK national mean.
UkieNov 2023
Cover of People Can Aviators of Gamedev: New Strategy, New Opening
Presentation17 pages

People Can Aviators of Gamedev: New Strategy, New Opening

People Can Fly (PCF) Group is a veteran developer specializing in AAA action and shooter video games, currently executing a strategic transition from a work-for-hire model toward self-publishing.

  • People Can Fly is shifting its business model from a work-for-hire structure to self-publishing, aiming for the majority of future revenue to come from its own proprietary IP.
  • The company targets 3.0 billion PLN in cumulative revenue for the 2023–2027 period, building on 608 million PLN in revenue and 185 million PLN in EBITDA reported between 2018 and 2022.
  • The development pipeline includes four core AAA titles—Gemini, Dagger, Bifrost, and Victoria—scheduled for release between 2025 and 2026.
PCF GroupFeb 2023
Cover of Aktualizacja Strategii Nowe Otwarcie: Polska
Presentation11 pages

Aktualizacja Strategii Nowe Otwarcie: Polska

People Can Fly’s strategic update, issued on 31 January 2023, outlines a transformation from a single-title studio into a multi-project, globally distributed developer and emerging self-publisher.

  • People Can Fly aims to generate at least 3 billion PLN in combined revenue between 2023 and 2027 through a portfolio of six new releases.
  • The studio is transitioning from a single-title developer to a multi-project, self-publishing entity capable of simultaneous AAA production.
  • The development pipeline includes the AAA work-for-hire title Gemini (2026), three self-funded AAA projects (Dagger, Bifrost, and Victoria) slated for 2025-2026, and various compact-AAA and VR titles.
PCF GroupJan 2023
Cover of The Game Industry of Poland: 2023 Report
Report186 pages

The Game Industry of Poland: 2023 Report

The Polish game industry has matured into a formidable global force, characterized by a sophisticated, export-oriented business model that prioritizes premium PC and console development.

  • Poland’s game industry generated €1.286 billion in annual revenue as of 2022, driven by a business model that exports 75–90% of its production to international markets like the U.S., China, and Western Europe.
  • The sector is experiencing a strategic consolidation phase, with 494 active studios shifting toward larger team sizes and high-budget productions despite a plateau in the total number of studios.
  • The industry maintains a strong global competitive position, holding the second-highest share of titles on Steam’s global wishlist and achieving consistent year-on-year growth of 11% to 15%.
Polish Agency for Enterprise DevelopmentJan 2023
Cover of Aktualizacja Strategii Nowe Otwarcie 2023
Presentation17 pages

Aktualizacja Strategii Nowe Otwarcie 2023

The strategy overview presents PCF Group S.A. as a leading Polish producer of AAA-level shooter games built on Unreal Engine, emphasizing its extensive experience, proprietary technology, and international development network.

  • PCF Group targets a revenue multiplier for 2023–2027 comparable to the 4.9-fold growth seen between 2018 and 2022, when cumulative revenue reached 608 million złoty.
  • The company is shifting to a self-publishing model to support the launch of four core AAA projects and three supplementary titles, including two VR games scheduled for 2025–2026.
  • Strategic monetization will pivot toward a 'games-as-a-service' model, incorporating micro-transactions and seasonal passes to scale independent AAA publishing.
PCF GroupJan 2023
Cover of Pesquisa Nacional da Indústria de Games 2023
Report166 pages

Pesquisa Nacional da Indústria de Games 2023

The 2023 national survey of Brazil’s game-development ecosystem maps the sector as it stood in 2022, revealing a vibrant but highly fragmented industry dominated by micro- and small studios.

  • Brazil’s game industry grew 3% in 2022 despite a 5.1% global market contraction, reaching a valuation of US$182.9 billion with projections to hit US$206.4 billion by 2025.
  • The Brazilian market is highly fragmented, consisting of 1,042 active studios that are primarily micro or small in size.
  • Mobile gaming leads revenue generation at 49%, followed by PC at 26% and consoles at 25%, supported by a massive domestic player base of approximately 103 million people.
AbragamesJan 2023
Cover of State of Game Development & Design Report 2023
Report22 pages

State of Game Development & Design Report 2023

The 2023 State of Game Development & Design Report provides a comprehensive analysis of the current trends, technological preferences, and operational hurdles facing the global gaming industry.

  • Talent acquisition and retention has overtaken funding as the industry's primary challenge, cited by 32% of developers as their leading hurdle.
  • Development velocity is a critical issue for AAA studios, with 49% of respondents identifying time-related bottlenecks and lengthy build times as their greatest operational obstacle.
  • Unreal Engine is the industry's leading game engine with 57% usage, while Perforce Helix Core has become the standard for version control, utilized by 73% of developers.
PerforceJan 2023
Cover of Omówienie Wyników Finansowych FY 2021
Presentation24 pages

Omówienie Wyników Finansowych FY 2021

PCF Group S.A. reported significant financial and operational growth for the 2021 fiscal year, driven by a strategic transformation toward becoming a leading independent developer.

  • PCF Group achieved significant financial growth in 2021, with revenue rising 73.7% to 180.3 million PLN, EBITDA increasing 129.2% to 73.2 million PLN, and net profit growing 149.7% to 61.4 million PLN.
  • The company is transitioning from a work-for-hire model to a balanced strategy featuring major publisher partnerships and independent self-publishing.
  • The project pipeline includes two major titles slated for 2024 release: Gemini in collaboration with Square Enix and Bifrost with Take-Two Interactive.
PCF GroupApr 2022
Cover of Embracer Group New Acquisitions: August 18, 2021
Presentation12 pages

Embracer Group New Acquisitions: August 18, 2021

Embracer Group expanded its development capabilities in August 2021 through the strategic acquisition of three specialized studios: Demiurge Studios, SmartPhone Labs, and Fractured Byte.

  • Embracer Group acquired Demiurge Studios, SmartPhone Labs, and Fractured Byte in August 2021 to integrate them under the Saber Interactive subsidiary.
  • Demiurge Studios, which generated $15 million in revenue in 2021, plans to scale its workforce from 68 to over 350 employees within five years.
  • SmartPhone Labs adds over 100 employees with expertise in mobile, console, and VR development to the group's technical infrastructure.
Embracer GroupAug 2021
Cover of Embracer Group M&A Medley: 13 Acquisitions
Presentation31 pages

Embracer Group M&A Medley: 13 Acquisitions

This collection of acquisition summaries details the strategic expansion of Embracer Group through the purchase of 13 distinct entities across the global gaming industry.

  • Embracer Group has executed a strategic expansion through the acquisition of 13 distinct entities to diversify its portfolio across mobile, premium PC/console development, and specialized technical services.
  • The acquisitions span a broad geographic footprint including Canada, Hungary, Serbia, Poland, Romania, the United States, and Argentina, incorporating studios established between the early 2000s and 2018.
  • Transaction structures utilize a mix of cash and share-based payments, frequently incorporating multi-year earnout provisions tied to EBIT or financial performance targets to align founder incentives.
Embracer GroupNov 2020
Cover of Impact of Cloud Gaming and Other Trends in the Indie Ecosystem: Spain
Report35 pages

Impact of Cloud Gaming and Other Trends in the Indie Ecosystem: Spain

The analysis evaluates how cloud-gaming and emerging distribution models are reshaping the Spanish indie game ecosystem, arguing that while the broader gaming audience is expanding across new platforms and financing structures, cloud-gaming remains experimental and will not achieve mass-market penetration for several years due…

  • Cloud gaming is currently an experimental niche that will not reach mass-market penetration for three to five years due to bandwidth limitations and consumer readiness.
  • Indie studios should adopt hybrid monetization models that combine direct sales with subscription or free-to-play (GaaS) approaches to maximize revenue potential.
  • The most viable target audience for cloud-based indie titles consists of price-sensitive console users and latency-tolerant mid-core players, including the growing female demographic.
AEVIOct 2019