Skip to main content

Game Development reports and market data

4,959 documents·206 writers·1,639 charts and tables

Documents

Cover of Premium: Driving Back Catalogue, DLC, and the Long Tail
66 min
Naavik66 min

Premium: Driving Back Catalogue, DLC, and the Long Tail

Super Evil Megacorp has successfully pivoted from a high-cost, free-to-play competitive PvP model to a sustainable, premium, cross-platform strategy centered on PvE experiences.

  • Super Evil Megacorp (SEMC) achieved a 'reverse curve' in user engagement for TMNT: Splintered Fate, with daily active users (DAU) growing year-over-year for three years post-launch rather than experiencing the typical post-launch decline.
  • The studio successfully transitioned from a free-to-play mobile-first model (Vainglory, Catalyst Black) to a premium, cross-platform strategy by leveraging their proprietary 'Evil Engine' to ensure high-quality, native experiences across mobile, PC, and console.
  • SEMC manages a portfolio of five active titles—four live and one in production—using a fully remote workforce spread across 11 countries, maintaining profitability by avoiding over-scaling and relying on internal cash flows rather than further venture capital.
NaavikMay 2026
Cover of Industry Report 2025: New Zealand
Report34 pages

Industry Report 2025: New Zealand

The New Zealand game development industry reached a significant milestone in 2025, recording annual revenue of NZ$759.9 million.

  • The New Zealand game development industry generated NZ$759.9 million in 2025, marking a 38.4% year-on-year revenue increase.
  • Government investment via the Game Development Sector Rebate has been highly effective, delivering a 4.74 return for every dollar spent.
  • The sector’s workforce grew by 29.2% in 2025, reaching a total of 1,418 full-time equivalent employees.
New Zealand Game Developers AssociationMay 2026
Cover of Long development cycles are putting off video game investors
67 min
The Game Business67 min

Long development cycles are putting off video game investors

The video game industry is currently undergoing a painful financial correction following a period of post-pandemic over-investment that fostered unsustainable budgets and unrealistic growth expectations.

  • The gaming industry is facing a financial correction due to a misalignment between traditional venture capital models and long, multi-year production cycles that lack early-stage performance indicators.
  • Investors are increasingly deterred by the industry's reliance on legacy titles, as 92 percent of current sector revenue is generated by games older than six years.
  • To mitigate high-risk, massive-budget development, major publishers are adopting agile strategies and leveraging artificial intelligence to optimize workflows and reduce prototyping costs.
The Game BusinessMay 2026
Cover of S07, E16: AI and video games (with Julian Togelius)
45 min
Mobile Dev Memo45 min

S07, E16: AI and video games (with Julian Togelius)

Video games function as critical model organisms for artificial intelligence research, serving as sophisticated pedagogical environments that force agents to learn, adapt, and navigate complex, non-stationary action spaces.

  • Generative AI tools will fundamentally shift game development by enabling shorter production cycles and lower costs, potentially making billion-dollar projects like GTA 6 the last of the pre-AI era.
  • Video games serve as essential sandboxes for AI research because they provide structured environments for testing reinforcement learning and algorithmic theories, moving beyond simple win-loss mechanics to understanding player style and content generation.
  • Consumer backlash against AI-generated assets, such as the reaction to placeholder textures in Crimson Desert, is often a proxy for broader societal anxiety regarding AI's impact on creative professions rather than a critique of the technical utility of the assets.
Mobile Dev MemoMay 2026
Cover of How Playtesting Changes Games | Design Club
102 min
Extra Credits102 min

How Playtesting Changes Games | Design Club

The development of the game Without a Hitch demonstrates that successful game design relies on a rigorous, iterative playtesting strategy that prioritizes player agency and emergent behavior over rigid adherence to initial design concepts.

  • Successful game design requires an iterative playtesting strategy that prioritizes player agency and emergent behavior over rigid adherence to initial design concepts.
  • Developers should be prepared to discard non-essential work, regardless of the effort already invested, to maintain a cohesive and engaging final product.
  • Unconventional player strategies, such as wall-climbing or complex jumping, should be embraced and transformed into core mechanics rather than treated as bugs.
Extra CreditsMay 2026
Cover of How to Make Anything Fun
74 min
Jonas Tyroller74 min

How to Make Anything Fun

Fun functions as a biological reward mechanism, signaling that the brain is effectively building and refining its internal model of the world.

  • Fun is a biological prompt for learning, functioning similarly to hunger or thirst, and is best achieved by creating an optimal learning environment.
  • The 'Flow' state—the core of fun—requires a balance between challenge and skill, frequent and fast feedback, clear goals, and a high signal-to-noise ratio.
  • Game design should prioritize a smooth difficulty curve that keeps players within the 'flow channel,' utilizing emergent and combinatorial complexity to provide layers of depth.
Jonas TyrollerMay 2026
Cover of The Martial Arts Mindset That Won 2 Million Players
14 min
PocketGamer.biz14 min

The Martial Arts Mindset That Won 2 Million Players

The transition from an unconventional background in English education to the successful founding of Eplay Studios illustrates the potential for indie developers to thrive by prioritizing player-centric, skill-based competitive gaming.

  • Eplay Studios achieved 2 million installs across a portfolio of 25 competitive games by focusing on real-money, skill-based gameplay.
  • The studio leverages the Skillz platform and Beamable to outsource complex infrastructure, including matchmaking, payments, and live operations, allowing the team to focus exclusively on core game mechanics.
  • Success in competitive gaming requires prioritizing player trust through strict fairness and balance, as players will churn if they perceive the competition as rigged or uneven.
PocketGamer.bizMay 2026
Cover of We talk 007, Amazon, Switch 2, Hitman and MindsEye with IO Interactive boss Hakan Abrak
28 min
The Game Business28 min

We talk 007, Amazon, Switch 2, Hitman and MindsEye with IO Interactive boss Hakan Abrak

IO Interactive CEO Hakan Abrak discusses the studio’s current trajectory, focusing on the upcoming release of 007 First Light, the studio’s expansion, and its long-term development strategy.

  • IO Interactive is developing '007 First Light' as an original narrative, moving away from movie tie-ins to establish a new franchise identity distinct from the Hitman series.
  • The Hitman: World of Assassination trilogy has achieved significant commercial scale, reaching 25 million units sold and 18 million total players.
  • The studio is prioritizing performance parity for '007 First Light' on the upcoming Nintendo Switch 2, utilizing its proprietary engine to maintain AAA quality at lower production costs.
The Game BusinessMay 2026
Cover of Inside Dorian's No-Code UGC Platform
65 min
Naavik65 min

Inside Dorian's No-Code UGC Platform

Dorian functions as a no-code user-generated content platform designed to democratize interactive storytelling by bridging the gap between narrative-driven experiences and the micro-drama market.

  • Dorian is a no-code UGC platform that prioritizes narrative-driven interactive storytelling over mechanic-centric design, specifically targeting female-first fandoms where 90% of its creators are women.
  • The platform utilizes free-to-play monetization mechanics, specifically 'patronage,' which allows creators to generate sustainable income by letting fans vote with their dollars for specific storylines or character developments.
  • Solo creators on Dorian often outperform venture-backed studios in profitability because they maintain total control over their vision, avoiding the diluted creative output and siloed information common in larger professional teams.
NaavikMay 2026
Cover of Defining "Indie" in 2026 | Extra Credits Gaming
17 min
Extra Credits17 min

Defining "Indie" in 2026 | Extra Credits Gaming

The term indie in the video game industry has evolved from a clear descriptor of independent production into a complex, contested, and often contradictory label.

  • The term 'indie' has evolved from a descriptor of self-funded, hobbyist-led development in the 1980s to a nebulous marketing label that no longer reliably distinguishes between studio size, funding models, or creative independence.
  • Modern industry giants like Epic Games, which was founded in 1991 and maintains self-publishing status for Fortnite despite a 40% ownership stake by Tencent, demonstrate that self-publishing does not inherently equate to the 'indie' identity.
  • The historical distinction between AAA and indie games—defined by 3D hyperrealism versus unique art styles and corporate versus 'punk rock' culture—has blurred as AAA studios increasingly adopt stylized aesthetics and indie developers rely on external publishers like Devolver Digital or Humble Bundle.
Extra CreditsMay 2026
Cover of GI Podcast | iicon, Gamescom Latam, and Roblox financials
30 min
GamesIndustry.biz30 min

GI Podcast | iicon, Gamescom Latam, and Roblox financials

Roblox demonstrates a complex financial dichotomy, pairing a 39 percent revenue increase and a 35 percent surge in daily active users with a quarterly loss of 248 million dollars.

  • Roblox reported a 39% revenue increase and a 35% surge in daily active users, yet still posted a $248 million quarterly loss alongside lowered future net booking projections and mounting child safety legal pressures.
  • Microsoft experienced a 7% year-over-year decline in gaming revenue, a downturn attributed primarily to the underperformance of first-party software titles.
  • Major publishers are adopting a conservative approach to artificial intelligence, prioritizing backend performance optimization over generative content due to high consumer hostility in North America and recent industry layoffs.
GamesIndustry.bizMay 2026
Cover of I Have Some News About My Indie Game "Twisted Tower"
26 min
Thomas Brush26 min

I Have Some News About My Indie Game "Twisted Tower"

The development of the indie game Twisted Tower, a project five years in the making, is currently in its final, high-intensity phase.

  • Beta testing is a critical, painful process that requires gathering honest feedback from a representative audience to overcome developer ego and identify objective flaws.
  • Effective beta testing involves analyzing specific metrics such as game difficulty, completion time, worst-case experiences, and pricing expectations to inform final development decisions.
  • Game development requires a strict sequential workflow where tasks like localization and cutscene finalization cannot occur until core gameplay and story elements are validated through testing.
Thomas BrushMay 2026

Writers

Related topics