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| The video
games industry goes through its cyclical expansions and contractions,
but one basic theme remains consistent: quality always wins over quantity.
Instead of diluting our efforts and producing many titles at once,
Insomniac Games has chosen to function as more of a "boutique" developer
- releasing one AAA console game every year or two. That philosophy
has paid off as our last five games have combined to sell over 25
million units. |
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| As most people in the development industry will tell you, it's not
necessarily all about unit sales. If you ask most Insomniacs what they're
really happy about, it's the opportunity to be creative every day -
knowing that one's contributions to the games we make will entertain
people worldwide. This creative spirit also spurs us to push games
genres to new heights. For example, Insomniac was the first developer
to introduce elements from role-playing games (RPGs) and online gameplay
to character action games (Ratchet & Clank and Ratchet & Clank:
Up Your Arsenal). Insomniac added squad-based gameplay and full story-mode co-op support to Ratchet: Deadlocked. |
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| We ask everyone here to
contribute to our games - whether they're writing artificial intelligence
(AI) routines for the characters, building environments, animating
movies or developing tools. Because of this, no one person can ever
take the credit for "designing the game." As a result, all the Insomniacs
have a great sense of ownership in the titles we create and feel a
tremendous amount of pride when a game appears on store shelves. |
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| We've strived to create
an environment that fosters efficiency and avoids bureaucracy. While
it's true we have departments and the occasional meeting to ensure
open communication channels, our mission is to finish games on schedule,
faster than we've done them before, to the best of our abilities. Memos,
office politics and out-of-control egos don't have a place here. |
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This is perhaps the
most important of our five core principles. Insomniac Games' independence
gives everyone the freedom to concentrate on creating unique, award-winning
video game experiences, without the pressure of conforming to outside
interests ("Quarterly profits are down! We need a game using this
popular license!"). We also have the freedom to conceive and create
games that we would enjoy playing ourselves - Insomniacs are not
at the mercy of what a focus group says is "hot."
In addition to these principles, we never lose sight that while
we are professionals, we're in the business of making games -- and
making games is fun! There are very few professions in the world
where you can make your dreams come to life every day. Even though
we, like everyone else in this business, have brutal deadlines, anxiety
attacks over whether our games will be successful, and sometimes
anemic social lives, for most of us it would be hard to imagine doing
anything else for a living. |
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