Logo used since 2017 | |
| Formerly | Xtreme Software, Inc. (1994–1995) |
|---|---|
| Company type | Subsidiary |
| Industry | Video games |
| Founded | February 28, 1994; 31 years ago (1994-02-28) |
| Founder | Ted Price |
| Headquarters | , US |
Number of locations | 2 studios |
Key people | Ryan Schneider (co-studio head) Jen Huang (co-studio head) Chad Dezern (co-studio head) |
| Products |
|
Number of employees | 450[1] (2025) |
| Parent | PlayStation Studios (2019–present) |
| Website | insomniac |
Insomniac Games, Inc. is an Americanvideo game developer based inBurbank, California, and part ofPlayStation Studios. It was founded in 1994 by Ted Price as Xtreme Software, and was renamed Insomniac Games a year later. The company is most known for developing several earlyPlayStation mascots,Spyro the Dragon,Ratchet and Clank, as well as theResistance franchise, 2014'sSunset Overdrive and theMarvel's Spider-Man series withMarvel Games. In 2019, the studio was acquired bySony Interactive Entertainment, becoming a part ofSIE Worldwide Studios (now known as PlayStation Studios).
The company's first project wasDisruptor, forPlayStation, whose poor sales almost led to the company's bankruptcy. Insomniac's next project wasSpyro the Dragon, a successful video game that spawned two sequels within two years. Insomniac closely collaborated withSony Computer Entertainment (later renamed Sony Interactive Entertainment) and created two game franchises,Ratchet & Clank, andResistance. The two franchises proved to be both a critical and financial success for the company. The company began work on its first multiplatform gameFuse in 2013 (withElectronic Arts as its publisher), but the game turned out to become one of Insomniac's worst-reviewed games.
Since 2014, Insomniac has actively expanded its portfolio of games. The company worked withMicrosoft Studios on 2014'sSunset Overdrive, partnered withGameTrust to release the underwaterMetroidvania gameSong of the Deep, and released several mobile games andvirtual reality projects. In 2016, Insomniac releaseda remake of the firstRatchet & Clank, and in 2018 released its first licensed title,Marvel's Spider-Man for thePlayStation 4; an additional game,Marvel's Spider-Man: Miles Morales, was released for the PlayStation 4 andPlayStation 5 in 2020. The studio's most recent project isMarvel's Spider-Man 2 (2023); it is currently developingMarvel's Wolverine for the PlayStation 5.
Before 2019, Insomniac remained as an independent studio working for Sony and other publishers such as Microsoft, EA, and Oculus. In August 2019, Sony announced it had agreed to acquire Insomniac as the 14th internal studio withinSIE Worldwide Studios. Over the years, Insomniac Games has received considerable recognition from critics as an acclaimed video game developer. It was named the twentieth-best video game developer byIGN, and one of the best places to work in America by theSociety for Human Resource Management.

Insomniac Games was founded by Ted Price, who was determined to work in the video game industry since the release ofAtari 2600 in 1977, when he was nine years old.[2] The company was incorporated on February 28, 1994.[3]
Price was joined by Alex Hastings, his fellow graduate and an expert in computer programming, in June 1994.[4] Hastings' brother Brian Hastings joined Insomniac shortly afterwards. The studio was named "Xtreme Software" for a year but in 1995 it was forced to rename itself by another company with the same name. The studio shortlisted "The Resistance Incorporated", "Ragnarok", "Black Sun Software", "Ice Nine" and "Moon Turtle" before choosing the name "Insomniac Games". According to Price, the company chose this name because "it suddenly makes sense", even though it was not their first choice.[3][5]
Shortly after the company's establishment, it began developing its first project. The team took inspirations from the popularDoom, and hoped to capitalize upon the industry's excitement for afirst-person shooter. The team lacked experience and considered developing a "Doom clone". The game was developed for thePanasonic 3DO because its developer kit was inexpensive, and the team had high hopes for the console.[2] Using a time frame of one month, the team developed a functional gameplay demo for the game. It was pitched to various publishers and was later shown toMark Cerny, an executive producer fromUniversal Interactive Studios, who was impressed by the team's efforts. Universal published the game and helped with funding and marketing.[5] Universal helped the game's development and cutscenes, and hired actors to film real-time sequences.Catherine Hardwicke was hired to lead production design, and inspirations were taken fromWarhawk.[2][3][5]
Cerny gave input and feedback on the game's level-design. However, the 3DO did not perform as they had expected, and Universal suggested that the team should switch toSony Computer Entertainment'sPlayStation to increase sales of the game. The game originally ran on a custom engine developed by Alex Hastings, and was upgraded and converted for the PlayStation within a month. The debut title was calledDisruptor, and was released worldwide in November 1996.[3]
Disruptor was released to positive critical reception, and was named "Dark Horse of the Year" by various gaming publications.John Romero, founder ofDoom developerid Software praised the game.[3] Insomniac consideredDisruptor a lesson about video game development. According to Price, it was "the best game that nobody ever heard of".[5] With little marketing and advertisement, the game was a commercial failure for Insomniac.[6] Despite the game's poor performance, Universal continued to partner with Insomniac for its next game. The team's morale was low; they decided to develop something new instead of a sequel toDisruptor.[5]
At that time, the demographic for the PlayStation shifted, as more children and teenagers started to use the console.[5] As a result, the team decided not to make another violent game likeDisruptor and instead develop a family-friendly game that would be suitable for every member of a family, regardless of their age.[5] The family game market was dominated by Sony's competitorNintendo with games likeSuper Mario 64, while the PlayStation had no similar exclusives. Cerny pushed Insomniac Games to develop a game with a mascot and mass appeal.[2][5] Craig Stitt, an environment artist ofDisruptor, proposed that the game's theme and story should revolve around an anthropomorphic dragon. At the same time, Alex Hastings began developing an engine that specialized in games withpanoramic view, which is suitable foropen world games. The engine allowed more gameplay features including the ability for the dragon to glide through air.Spyro the Dragon was released in late 1998.[3][5]
The game received critical acclaim upon launch and received awards from publications. Sales of the game were relatively low initially, but climbed after Christmas that year, and overall sales of the game exceeded two million. The team was expanded to 13 staff members. Because ofSpyro the Dragon's success, the studio was requested to develop a sequel for it. The development ofSpyro 2: Ripto's Rage! began shortly after the launch ofSpyro the Dragon. The team considered developing the sequel a challenge for them; they had to develop new ideas to "revolutionize" the franchise within a short time. The team brainstormed ideas but later chose to expand a mini-game from the originalSpyro the Dragon, which they thought had offered a different experience fromSpyro. The team designed a mature story and advanced cinematics for the game. It met its target release window, and was released in late 1999. Hastings was worried about the release because the game's development cycle was rushed and truncated.[3][5]
So we decided that it was better for us to start a new franchise, try to come up with a new character than to try it to pushSpyro again.
The studio was asked to develop the third installment in theSpyro the Dragon series upon the release ofRipto's Rage!. To make the game more varied than its predecessors, the team introduced more special moves forSpyro the Dragon and more playable characters. The dragon's personality was made more approachable for players. The company struggled to create new ideas for the sequel. During the game's development, the team expanded to about 20 to 25 people.[3][5]Brian Allgeier, who would later become Insomniac's games' director, joined the studio at that time.[3]Spyro: Year of the Dragon was released worldwide in late 2000. After releasing three games in three years, the team decided to move on for a new project that had new original characters.[5]Year of the Dragon is the last Insomniac Games-developedSpyro game.[3][7] Universal retains theintellectual property rights to theSpyro series. This was the end of Insomniac Games' partnership with Universal as the team at Insomniac started to work directly to develop games for the PlayStation consoles.[3]
In 2000, Sony released its successor to the PlayStation, thePlayStation 2. Insomniac's ideas for its first PlayStation 2 project includedMonster Knight, a concept that was designed in 1999 but the game did not get beyond its planning stage. The canceled project was revealed 13 years after the game's conception.[8][9] The second title wasGirl with a Stick, which took inspirations fromThe Legend of Zelda andTomb Raider.[10] It was intended as a serious game, and to prove Insomniac's ability to create games other than platformers. Insomniac spent six months on the project, developing several prototypes and a functional demo. However, most staff members, beside Price, were not passionate about the project,[11] and thought it was "one-dimensional". Sony thought the game would not find a market, and recommended Insomniac to "play to [their] strengths".[3] As a result,Girl with a Stick was scrapped. According to Price,Girl with a Stick is a lesson for Insomniac and its first failure.[3]
A few weeks after the cancellation ofGirl with a Stick, Brian Hastings proposed that the company should work on a space adventure game with a science fiction theme. The game originally revolved around a reptilian alien with weapons traveling across planets.[12] The reptile character evolved into a caveman, and eventually became a fictional creature called a "Lombax". They named the creatureRatchet and designed a robot companion calledClank for Ratchet. Inspirations for the game were drawn from manga,Conker's Bad Fur Day and fromSpyro the Dragon. To differentiate the project from Insomniac's previous projects, they made the game more complex and includedshooting androle-playing gameplay elements. The team was excited about this project; however, the company was unable to develop a demo for the game because it did not have a suitable engine. As a result, they developed "Art Nuevo de Flash Gordon", a Metropolis diorama, for Sony, which decided to help the game's funding and publishing.[13]Jason Rubin, on behalf ofNaughty Dog, lent Insomniac the engine used inJak and Daxter: The Precursor Legacy.[13] The game's title wasRatchet & Clank; it was originally to be alaunch title for the PlayStation 2 but it was delayed by two years and was released in November 2002. It was a critical success.[3][13]
Five months before the launch ofRatchet & Clank, Sony approved the development of its sequel. Insomniac hoped to bring new elements to the franchise; it received feedback from players and improved some features ofRatchet & Clank. About a year later,Ratchet & Clank: Going Commando was released to critical acclaim, at which time Insomniac had finished the prototype of their next game,Ratchet & Clank: Up Your Arsenal, which introduced a multiplayer mode and expanded uponGoing Commando's arenas. Alex Hastings continued to optimize the engine and increase its processing power to fine-tune the game.[14] The sales ofUp Your Arsenal were considerably higher than those of its predecessors; it was the highest-rated game in the franchise's history.[13]
Insomniac released threeRatchet & Clank games within three years. As of 2005, Insomniac intended to change the direction of the franchise afterUp Your Arsenal. Hastings hoped the company's next game would have a darker tone than its predecessors. As a result, the plot switched its focus to Ratchet. The developers were inspired byThe Running Man andBattle Royale; they developed an action game with no platform elements. While the gameplay of the fourth game in the series is similar to that of its predecessors, Clank's role was significantly diminished and the character's name was removed from the game's title.Ratchet: Deadlocked was released in 2005.[13]

While Insomniac was handling the development of theRatchet & Clank franchise, the team wanted to work on something else. With the launch of thePlayStation 3, the team thought users of the new console would be more mature than those of its predecessors and wanted to develop a game to cater for them. They thought the studio should not specialize in one genre. This new project was part of Insomniac's expansion; the company wanted to have multiple projects in parallel development. This project began development after the completion ofDeadlocked. The team agreed to develop something different for a different platform.[3] Inspired byStarship Troopers,Resistance: Fall of Man was Insomniac's first first-person shooter afterDisruptor. To make the game stand-out, they experimented with turning it into a squad-based shooter and introducing giant lizard enemies which were later scrapped. Sony recommended Insomniac to change its lizard antagonist because they were not fun to play with. Furthermore, the team disagreed about the game's setting.[3][15]
Cerny wanted to set the game—proposed as a "space opera" game—duringWorld War I, but this was later changed toWorld War II because the developers wanted to introduce extreme weaponry to the game.[16] It was shifted to the 1950s because the team considered the market for World War II shooters was over-saturated at that time.[17]Resistance: Fall of Man was a launch title for the PlayStation 3; the team said developing a new game for the console was a challenge because they had to work quickly to meet its target release window.[3] The game was a financial and critical success, despite causingcontroversy over the use of Manchester Cathedral.[3] The development of the sequel soon began; the team wanted to drastically change the game, leading to internal debate between staff members. The sequel,Resistance 2, was released in 2008.[3]
Meanwhile, development of theRatchet & Clank franchise continued. The team decided to rewrite the characters when the franchise shifted to the PlayStation 3. They introduced theFuture series, which includesRatchet & Clank Future: Tools of Destruction (2007),Quest for Booty (2008) andA Crack in Time (2009). In 2008, the company established a new studio of 25 to 30 developers, led by Chad Dezern and Shaun McCabe, in North Carolina.[18] The new studio was responsible for some of Insomniac'sRatchet & Clank games.[3]
Both theResistance franchise and theRatchet & Clank franchise continued into the 2010s. The team in North Carolina developedRatchet & Clank: All 4 One, which received mixed reviews. The North Carolina team continued to develop the next game in the series,Ratchet & Clank: Full Frontal Assault, which expanded upon levels from previous games in the series and has a structure similar to that of atower defense game.[19]
Meanwhile, the company developedResistance 3—the sequel toResistance 2—which was designed to be similar toFall of Man. The team at Insomniac reviewed players' feedback regarding the negative aspects ofResistance 2, re-introduced some mechanics fromFall of Man, and focused on narrative. They considered such an approach can differentiate a franchise from other first-person shooters.Resistance 3 was regarded by the team as the best game in the series, but it sold poorly and was a financial failure. According to Price, the team was disappointed but were still proud of the project.[20] In early 2012, Price announced that the company would not be involved in any futureResistance projects. Sony retains the intellectual property rights to the franchise.[21]
Insomniac had exclusively developed games for the PlayStation console until in 2010 when Insomniac announced its partnership withElectronic Arts viaEA Partners to develop a multi-platform game for the PlayStation 3 andMicrosoft'sXbox 360 console.[22] The company hoped to reach a wider audience,[23] while keeping the rights to its IP and retain full control of its franchises.[3] The company revealed nothing about the game.[24] The company established a new subsidiary called Insomniac Click, which focused on casual games and games forFacebook. Its first game was not set in any of Insomniac's existing franchises.[25] Insomniac again partnered with Electronic Arts, which owned the casual game developerPlayfish, to help the game to reach a broad audience.[26]Outernauts was announced shortly after; it was released in July 2012 for browsers and mobile platforms.[27] Click was later re-incorporated into Insomniac, and the browser version ofOuternauts was canceled.[26][28]
The EA Partners game was revealed atElectronic Entertainment Expo 2011 asOverstrike.[29] This game was pitched byRatchet & Clank director Brian Allgeier and it has a direction similar to that of theRatchet & Clank series. The team thoughtOverstrike would appeal to teenagers. After several play-testing sessions, they realized their game was too simple for their target group. The company developed many weapons for the game, none of which related to the game's story. The developers retooled the game and changed it to attract older players and make weapons an important part of the game.[30] The game focuses on a co-operative campaign, which the company thought was a popular trend at that time.[3] It was renamedFuse and was released worldwide in May 2013.Fuse was one of the lowest-rated games developed by Insomniac, and was another commercial failure, debuting in 37th place in the UK in its first week of release.[31][32]Fuse was considered a learning lesson for Insomniac to understand the type of game they are good at making. The reception toFuse showed the company it should develop "colorful, playful experiences that's loaded with unusual, sometimes silly weapons".[33] Also in 2013, theRatchet & Clank Future game,Ratchet & Clank: Into the Nexus, was released.[34]
Running parallel development withFuse, and beginning soon after the completion ofResistance 3, Insomniac Games began development onSunset Overdrive. The game was inspired byHyena Men of Kenya,Tank Girl,I Am Legend,The Young Ones, Halloween masks from the 1960s, andLego.Sunset Overdrive was created by Marcus Smith and Drew Murray;[35] their first pitch to Insomniac's head was rejected as being too confusing. They were given one week to re-pitch the title, and they persuaded studio heads to begin the game's development. The game was later pitched to various publishers, which rejected them because Insomniac demanded to retain ownership of the intellectual property. The project was later pitched to Microsoft Studios, which was eager to work with Insomniac. Microsoft allowed Insomniac to own the rights to the game.[36]Sunset Overdrive was made for Microsoft'sXbox One console; it was released on the 20th anniversary of Insomniac, in 2014.[37]
Insomniac announcedSlow Down, Bull, a part-commercial and part-charity project for release onMicrosoft Windows; it is the company's first game for Windows.[38] Insomniac released a remake ofRatchet & Clank for thePlayStation 4 in 2016.[39] In January 2016, Insomniac announced their next game,Song of the Deep, a water-based video game inspired byMetroid andCastlevania: Symphony of the Night. The game was published by retailerGameStop.[40]
DuringE3 2015, the company announcedEdge of Nowhere, a third-personaction-adventure game for thevirtual reality hardwareOculus Rift.[41] In April 2016, the company announced two new virtual reality titles:Feral Rites, ahack and slash game, andThe Unspoken, a fantasy multiplayer game, for the Oculus Rift. According to Price, the company began focusing on virtual reality projects as the team is enthusiastic about the technology, and that it allows the company to develop an expertise in creating VR games. The studio signed an exclusive deal withOculus VR as Insomniac believed that both companies shared the same passion to "[bring] games to life", and that they allowed Insomniac to retain the rights of their intellectual properties. Price compared the agreement to their previous first-party deals, and added that having the opportunity to develop games for the first generation of VR platforms is something the team could not reject.[42] Despite the new direction, Price added that they will not give up on making console AAA video games.[43] AtE3 2016, Insomniac announced their next AAA title,Marvel's Spider-Man,[44] developed for thePlayStation 4 in conjunction withMarvel Entertainment. Bryan Intihar, producer ofSunset Overdrive, was the game's creative director.[45]

In September 2017, Insomniac Games revealed its new brand logo, which replaced the moon image standing in for the "O" with a more stylized iconograph. The company said that part of their rebranding was to "think beyond the moon".[46] Insomniac chief brand officer Ryan Schneider said part of the rebranding was to prevent the studio being pigeonholed; while the moon-based logo had well-represented the company for itsSpyro andRatchet & Clank cartoon-like games, it did not reflect well on the expanded directions they had moved in recent years, such as theSpider-Man game.[47] Schneider said that along with the brand change, the company plans to be engaging with players, offering live-streaming of their work, and re-establishing a new identity, without completely eschewing their past. Schneider said they effectively "blew up the moon" to establish this new direction.[47]
In August 2019, Sony announced a definitive agreement to acquire Insomniac as one of its first-party developers. This would make Insomniac the 14th internal studio with Sony'sSIE Worldwide Studios division.[48] Sony's Shawn Layden stated they had been evaluating the option of acquiring Insomniac for some time, and the success of theirSpider-Man game contributed significantly towards this end, demonstrating that Insomniac was an "impact maker" and a "style-setter".[49] Layden believed that Insomniac's working relationship with Sony would not change significantly in the acquisition, leaving the studio in its own creative control, but would allow Insomniac to have closer access to other innovative technologies throughout SIE Worldwide Studios.[49] The acquisition, for which Sony paid¥24,895 million (equivalent to$229 million), was completed on November 15, 2019.[50][51]
At thePlayStation 5 reveal event on June 11, 2020, Insomniac announced two new games:Marvel's Spider-Man: Miles Morales, a spin-off toMarvel's Spider-Man, andRatchet & Clank: Rift Apart. The former was a launch title for the PS5, released alongside a remaster of the originalMarvel's Spider-Man for the console in November 2020.[52][53] The latter released on June 11, 2021, exclusively for the PS5.[54]
On September 9, 2021, at the PlayStation showcase event, Insomniac announced a sequel toMarvel's Spider Man entitledMarvel's Spider-Man 2 would be released in 2023 for PlayStation 5.[55] The company also announced the development of a standalone game,Marvel's Wolverine, likewise for the PS5.[56]
In December 2023, hackers fromransomware groupRhysida targeted Insomniac, threatening to release information if they did not pay 2 million dollars inbitcoin. Insomniac refused to pay, and as a result, over 1.67 terabytes of data was leaked containing files, including an early release build ofMarvel's Wolverine. The leak also contained Insomniac and Sony Interactive Entertainment data such as employees' personal information, past sales information, and plans for Insomniac through 2032. These included additional titles from Marvel, including aVenom-based game, as well as possibleX-Men titles that would remain exclusive to the PlayStation platform through 2035.[57] Players, developers, and publishers expressed sympathy for the leak, and Insomniac stated on social media that "We’re both saddened and angered about the recent criminal cyberattack on our studio and the emotional toll it’s taken on our dev team. We have focused inwardly for the last several days to support each other." The studio intends to continue work onWolverine, stressing that the leaked version was still from early in development.[58] According to Rhysida, only 98% of the data they acquired was leaked, with the other 2% being sold, and their only motivation for the attack was for money.[59]
In July 2024, voice actors, motion capture employees and some other people employed by Insomniac who were member ofScreen Actors Guild-American Federation of Television and Radio Artists (SAG-AFTRA) members would begin alabor strike over concerns aboutA.I.[60]
Price announced his retirement as CEO in January 2025, to leave by the end of March 2025. His position will be filled jointly by Ryan Schneider, Jen Huang, and Chad Dezern as co-studio heads.[61]
Insomniac is the creator of theSpyro series and developed the first three games,Spyro the Dragon (1998),Ripto's Rage! (1999) andYear of the Dragon (2000) for the firstPlayStation console. It is a series of platform games that follow Spyro the Dragon as he progresses through a medieval-styled world. The dragon can glide, charge and exhale fire. The original trilogy has collectively sold 8,000,000 copies.[5] The series continued after Insomniac ceased developing furtherSpyro games.Universal Studios outsourced the game development viaUniversal Interactive; two subseries,The Legend of Spyro andSkylanders, were then developed.Microsoft Gaming is now the owner of the franchise.[7]
Ratchet & Clank is a series of action-adventure games with platform elements. Players mostly take control of Ratchet as he progresses through various planets in order to save the galaxy. Clank is playable in several segments of these games. The series is divided into two parts; the original series for thePlayStation 2 (Ratchet & Clank (2002),Going Commando (2003),Up Your Arsenal (2004) andRatchet: Deadlocked (2005) and theFuture series for thePlayStation 3 (Tools of Destruction (2007),Quest for Booty (2008),A Crack in Time (2009) andInto the Nexus (2013).[13] The first three titles in the series were remastered and packaged in theRatchet & Clank Collection for the PlayStation 3 andPlayStation Vita, withRatchet & Clank (2016) being the latest release on thePlayStation 4.[39][62] ARatchet & Clank animated film, with screenplay and additional marketing by Insomniac, was released in 2016 as well, to coincide with the release of the video game remake.[63] After the announcement that Sony acquired Insomniac Games,SIE Worldwide Studios bossShawn Layden stated that theRatchet & Clank series will be a vital series for them in the future.[64] The next game in development,Ratchet & Clank: Rift Apart, was first revealed at the PS5 Future of Gaming event on June 11, 2020 as aPlayStation 5 exclusive,[65] and the game was released on June 11, 2021.[66]
Resistance is a series of first-person shooter games set circa 1950 in analternate history. An alien race called the Chimera have invaded and conquered Earth, and has turned humans into monstrous supersoldiers.[67] Players play as Nathan Hale inResistance: Fall of Man (2006) andResistance 2 (2008), and as Joseph Capelli inResistance 3 (2011).[68] All three games were released for the PlayStation 3 system. The series includes the handheld gamesResistance: Retribution, developed byBend Studio for thePlayStation Portable, andResistance: Burning Skies, developed byNihilistic Software for the PlayStation Vita.[69]
Marvel's Spider-Man is a series of action-adventure games based on the comic book superheroSpider-Man. Players play asPeter Parker inMarvel's Spider-Man (2018), and as Miles Morales inMarvel's Spider-Man: Miles Morales (2020). The studio releasedMarvel's Spider-Man for the PlayStation 4 on September 7, 2018.[70] The game received widespread positive acclaim from various critics.[71] Since its release, the game has sold over 9 million physical and digital units worldwide by November 2018, increasing to 13.2 million copies by August 2019, making it one of thebest-selling PlayStation 4 games.[72][73] The game was remastered for the Ultimate Edition ofSpider-Man: Miles Morales asSpider-Man Remastered for the PlayStation 5 in November 2020.[74] The remaster was also released as a standalone title forMicrosoft Windows on August 12, 2022.[75]
A standalonespin-off title in the series,Marvel's Spider-Man: Miles Morales, was first revealed at the 2020 PS5 Future of Gaming event on June 11, 2020.[76][77] The title released for PlayStation 4 andPlayStation 5.[78][79] It was released starting November 12, 2020 alongside the release of the PlayStation 5. It was released forMicrosoft Windows in fall 2022.[80][74][81]
On October 20, 2023, Insomniac releasedMarvel's Spider-Man 2 (2023), which will be followed byMarvel's Wolverine, a standalone game set in the same universe and based on the Marvel Comicscharacter of the same name, both for PlayStation 5.[82]
Other notable games developed by Insomniac includeDisruptor (1996),Outernauts (2012),Fuse (2013) andSunset Overdrive (2014). The company has canceled several games, includingMonster Knight,Girl with a Stick for the PlayStation 2, and1080 Pinball — apinball simulation downloadable game — which began development in 2007.[83] Insomniac developed a game forOculus Rift, namedEdge of Nowhere,[84] which was released on June 6, 2016.
The company has a close relationship with video game developerNaughty Dog and they often share technology with each other.[3] Some employees left Insomniac Games to formHigh Impact Games, which later collaborated with Insomniac onRatchet & Clank projects andJak and Daxter: The Lost Frontier.[85] Nathan Fouts, an ex-Insomniac employee, founded his own studio and developedWeapon of Choice.[86]HuniePop was designed by Ryan Koons, who used to be an employee of Insomniac.[87]
In 2015IGN named Insomniac Games the 20th best video game developer of all time.[88] TheSociety for Human Resource Management called it one of the best places to work in America.[13] It was listed in 2016 byFortune as the 69th best place to work for Millennials.[89]