Industry landscapes
Industry report

Funding and advertised pay are reported in USD; filed accounts retain their stated source currency and basis.

Exchange-rate basis

Indicative conversions use ECB reference rates dated 2026-09-14, applied consistently across all periods. They are not historical exchange rates. Indian rupees may use crore (1 crore = 10 million); other currencies use K, M and B. CSV downloads, source documents and quoted news headlines retain their original currencies.

THE POLAND EDITION 2026

Poland’s
gaming industry,
in focus.

The companies, capital and talent shaping gaming in Poland. Find the leaders. Understand the segments. See where the activity is.

Snapshot: Funding in USD
Illustrated cover for Gaming Industry Landscape of Poland
PL
COMPANIES · CAPITAL · TALENT

An industry ecosystem,
measured in context.

Gaming illustration
MEET THE COMPANIES

Explore Poland’s gaming leaders

24 featured companies from the funding, hiring, revenue and team-size leaderboards.

Expand panel +
Gaming company highlights in Poland, snapshot 2 September 2026
Company
Bloober Teamblooberteam.com$20.12M—35—
CD Projekt Redcdprojektred.com$12M10 roles12—
Huuuge Gameshuuugegames.com$8.6M———
Gamesturegamesture.com$6.2M—68—
Reality Gamesreality.co$4.64M—1—
Hexacorehexacore.io$3.5M———
Vivid Gamesvividgames.com$3.29M—75—
Dark Passengerdarkpassenger.eu$3M———
People Can Flypeoplecanfly.com—9 roles612—
Artifex Mundiartifexmundi.com—4 roles95—
CI Gamescigames.com—2 roles——
Creepy Jarcreepyjar.com—2 roles59—
Rebel Wolvesrebel-wolves.com—2 roles23—
RedDeerGamesreddeergames.com—2 roles60—
Glass Cannon Unpluggedglasscannonunplugged.com—1 roles—Financial figure available in RadarView in Radar
11 bit studios11bitstudios.com——245—
Ahoy Gamesahoygames.com——6—
Byte Barrelbytebarrel.com——15Financial figure available in RadarView in Radar
CD PROJEKTcdprojekt.com———Financial figure available in RadarView in Radar
GOGgog.com——577—
GRY-OnLinegry-online.pl——106—
GameDesiregamedesire.com————
Gamehaggamehag.com————
Ten Square Gamestensquaregames.com——281Financial figure available in RadarView in Radar
24 featured companies

Locked revenue figures are available in Radar; the eight company financial previews stay the same throughout this page. A dash means the figure is outside these featured lists. Revenue years vary by company; the figures are not a like-for-like revenue comparison. Compare annual accounts ↗

Company discovery

Recorded evidence only

Explore the live startup set in Radar

No company example met every recorded classification, independence and public-profile gate in this snapshot. The live directory may have newer qualifying companies.

Explore classified startups in Radar ↗
THE KEY SIGNALS

Gaming industry KPIs in Poland

A few useful ratios bring the size of this ecosystem into perspective.

2 September 2026
Hiring participation2.1%

11 of 514 tracked companies have open roles.

Funding participation10.9%

56 of 514 tracked companies have a recorded round.

Top 3 funding share51.1%

Share of disclosed capital received by the three largest recorded recipients.

Median disclosed round$304.02K

Midpoint of 46 rounds with a disclosed amount.

Scale is concentrated. Opportunity is broader. The three largest funding recipients hold 51.1% of disclosed capital, while 89.1% of tracked companies have no recorded funding round.

Explore the segments →
CAPITAL & COMPANY FORMATION

How Poland gaming has grown

Recorded company formation and disclosed funding across the complete annual series shown.

Expand panel +
2016 — 2025

Disclosed funding by year

Sum of recorded funding rounds · USD

Poland gaming
$0$7.65M$15.31M$22.96M$30.61M2016: $5.46M20162017: $71.26K20172018: $1.03M20182019: $832.64K20192020: $1.31M20202021: $3M20212022: $26.86M20222023: $10.45M20232024: $5.97M20242025: $4.64M2025
View the numbers
Annual gaming funding and company formation in Poland
YearFunding (USD)FoundedRaising
2016$5.46M373
2017$71.26K351
2018$1.03M454
2019$832.64K263
2020$1.31M563
2021$3M405
2022$26.86M318
2023$10.45M78
2024$5.97M87
2025$4.64M11
WHERE CAPITAL SITS

Funding concentration

Share of all disclosed company funding.

  • Bloober Team25.2%
  • CD Projekt Red15.0%
  • Huuuge Games10.8%
  • Other companies48.9%

Funding by stage

59 recorded rounds since 2016

NUMBER OF ROUNDS
Seed & Angel30 50.8%
Series A–B3 5.1%
Series C+ / PE0 0.0%
Grants, debt & other26 44.1%

Recent recorded rounds

Latest recorded rounds · USD
1 rounds

Swipe or scroll horizontally to browse.

Largest and notable recorded rounds

Each card is one recorded round
10 cards

Swipe or scroll horizontally to browse.

THE BUSINESS BEHIND THE ACTIVITY

Revenue, profitability & financial strength

Expand panel +

Annual accounts availability

No reviewed exact national-ID connector has yet been qualified for Poland; this is a checked implementation boundary, not evidence that filings are absent.; No reviewed exact national-ID connector has yet been qualified for Poland; this is a checked implementation boundary, not evidence that filings are absent.

DIGITAL FOOTPRINT

Web traffic, app reach and release cadence

How the Poland companies on this page show up online: the sites people visit, the apps they install, and how often those apps ship.

Busiest websites

15 of the 514 companies on this page carry a measured traffic record (2.9%); these are the largest of those, by monthly visits. The median among them is 342,299 visits.

CompanyMonthly visitsAuthorityMobile
GOGgog.com15,276,0457140.8%
GRY-OnLinegry-online.pl10,610,8416175.4%
Ahoy Gamesahoygames.com1,321,3612699.9%
Mobmob.org1,300,5505976.3%
paidworkpaidwork.com812,8713685.6%
RankedKingsrankedkings.com432,3233515.7%
GameDesiregamedesire.com400,1664321.7%
Gamehaggamehag.com342,2993768.3%
inSTREAMLYinstreamly.com168,3253615.3%
Gamesturegamesture.com142,3542399.4%

Visits and authority are third-party web estimates, not company-reported figures.

Most-installed apps

130 of these companies (25.3%) publish at least one Android app — 799 apps in all, carrying 3.1B installs between them.

Installs are lifetime totals to date at the June 2026 store reading — a measure of reach, not of people using an app today.

App reach by segment

The busiest app inside each of this page’s own segments, with the quarterly release trend behind it (2024Q1–2026Q2).

SegmentAppsInstallsLeading appRelease trend
Mobile Gaming7663.1BMoto Rider GO: Highway Traffic 250.6M
Pc & Console Gaming271580.4MFishing Clash: Sport Simulator 144.3M
Gambling Tech5104.5MHuuuge Casino 777 Slots Games 52.4M
Casual Game Developers318MPaidwork: Make Money 17.9M
Mobile Game Developers218MYoniee 6.2K
Mom & Baby Care51.9MKids Toy Car Driving Game 1.4M
Gaming Tech6820KHandyGamePad 691.4K
Non Fungible Tokens2157.4KGamerHash - bitcoin rewards 118.6K

A company can carry several segment tags, so these rows overlap and should not be added together. Trend lines are zero-based and share one quarter grid, so a flat line is a quiet segment, not a missing one.

Release cadence by quarter

New apps published, beside apps whose most recent update landed in that quarter — the second bar is how much of the shelf is still being maintained.

2023Q2: 102023Q2: 82023Q22023Q3: 212023Q3: 312023Q32023Q4: 102023Q4: 182023Q42024Q1: 132024Q1: 122024Q12024Q2: 112024Q2: 102024Q22024Q3: 152024Q3: 182024Q32024Q4: 132024Q4: 122024Q42025Q1: 202025Q1: 232025Q12025Q2: 142025Q2: 42025Q22025Q3: 172025Q3: 402025Q32025Q4: 162025Q4: 2912025Q42026Q1: 192026Q1: 802026Q1

Darker bars are new releases, lighter bars apps updated. 761 of 799 apps carry a release date. The series ends at 2026Q1, the last quarter that closed before the June 2026 reading.

INSIDE THE INDUSTRY

The Poland gaming market map

Explore the segments behind the headline numbers.

Expand panel +

Where companies are building

Rank segments by scale, hiring or disclosed funding.

Consumer digital420
Casual game developers323
Mobile game developers235
Pc and console game developers173
Enterprise tech75
Enterprise software44
Spatial computing22
Pc and console game publishers18
Web 3.017
Online gaming platforms14
Deep tech13
Blockchain in gaming13

Companies can sit in several segments. Counts and funding overlap.

SEGMENT TO EXPLORE

Consumer digital

The largest measured segment in this report snapshot.

420companies
2.6%have hiring activity

11 companies hiring · $75.42M disclosed funding

Explore in Radar

How companies make money

Common revenue models; a company can use more than one.

Advertising320
Subscription306
E-commerce - product285
Commission on transaction280
E-commerce - service88
Sponsorship67
Fee-for-service65
Physical commerce15
THE COMPANIES IN MOTION

Who is listing, hiring leaders, launching and winning work

Recorded corporate activity linked to companies in this landscape.

Expand panel +
Recent corporate headlines 7 dated reports
Mergers & acquisitionscdprojektred.com ↗

The Molasses Flood has merged with CD Projekt Red as part of the CDPR Group. In a statement posted on its website, it said the merger occurred on April 1, 2025. It had previously been announced in CD Projekt’s FY24 financial results 'to ensure better alignment in scope and direction' of Project Sirius – a multiplayer game set in The Witcher world announced in 2022.

Funding roundscublogames.com ↗

who expects to close the 2018 with US $2 million in financing to SMEs.

Earningshuuugegames.com ↗

Huuuge Games welcomed a record 37% share of D2C sales, hitting approximately 41% in February 2026.

Earningscdprojekt.com ↗

Sales revenue reached 867 million PLN ($235.2 million), a 9% year-on-year increase.

Earningstensquaregames.com ↗

Fishing Clash maker Ten Square Games saw bookings fall by 16.9% Y/Y in Q3 to zł85m ($23.4m).

Earningsblooberteam.com ↗

In total, Bloober Team’s revenue for the first half of 2025 amounted to 45.79 million zlotys ($12.63 million) — 6.4% less than the previous year.

Layoffspeoplecanfly.com ↗

That uncertainty, it added in a separate current report, has resulted in People Can Fly making 60 people redundant.

Full recorded event mix

Top 6 categories among 23 recorded events in the 24-month window.

Earnings
14
Leadership moves
3
Layoffs
3
Funding rounds
1
Mergers & acquisitions
1
Asset acquisitions
1
2 activity cards

Swipe or scroll horizontally to browse.

Workforce actions

2 companies with reported reductions

Scale not stated rolesexternal market pressures

122 rolesstreamlining operations

Mergers and acquisitions

Company-linked deal reports; status is preserved as recorded.

Acquirer → targetStatusDateValue / context
CD Projekt Red→the molasses floodCompleted2025-04-01Not stated in snapshot
krafton→People Can Fly ↗Announced2023-03-31Not stated in snapshot
tencent→Gruby Entertainment ↗Announced2022-10-05Not stated in snapshot
Ten Square Games→Gamesture ↗Announced2022-03-16$3.5M
intel→remotemyapp ↗Completed2021-11-09Not stated in snapshot
Koch Media/Deep Silver→Flying Wild Hog ↗Announced2020-11-20Not stated in snapshot

A discussion or rumour is not a completed transaction. An unstated value is not zero.

PEOPLE & OPPORTUNITY

The talent market

Recorded hiring and workforce signals from the available source snapshot.

Expand panel +

Most advertised job titles

No repeated job title is supported by this snapshot.

0 internship postings

0 tracked postings mention remote work.

THE PEOPLE BUILDING THE FIELD

Founders and leaders

181 founders and chief executives across 148 companies.

Expand panel +
12 profiles

Swipe or scroll horizontally to browse.

Education networks

4 profiles with education records.

University of Bristol
2
National University of Singapore (NUS)
1
University of Oxford
1
Wharton School
1

Prior employers

2 profiles with prior-work records.

Profiles cover recorded founders and leaders; contact details remain in Radar.

NEWS INTELLIGENCE

How this industry appears in the news

183,356 articles in the measured 12-month window.

Expand panel +
183,356articles in the measured year
21,447articles in 2026Q1
18.9%positive tone in the latest complete year

News volume trends

Gaming coverage across Poland · articles per complete quarter

032,83665,67298,509131,3452021Q2: 21,3662021Q22021Q3: 22,4332021Q4: 23,3102022Q1: 48,4632022Q2: 33,0332022Q22022Q3: 26,2002022Q4: 37,3682023Q1: 37,8122023Q2: 31,6962023Q22023Q3: 31,1302023Q4: 28,4822024Q1: 39,3602024Q2: 46,1772024Q22024Q3: 43,3992024Q4: 44,8542025Q1: 57,1362025Q2: 36,8802025Q22025Q3: 114,2132025Q4: 17,9642026Q1: 21,4472026Q1
View quarterly article counts
QuarterArticles
2021Q221,366
2021Q322,433
2021Q423,310
2022Q148,463
2022Q233,033
2022Q326,200
2022Q437,368
2023Q137,812
2023Q231,696
2023Q331,130
2023Q428,482
2024Q139,360
2024Q246,177
2024Q343,399
2024Q444,854
2025Q157,136
2025Q236,880
2025Q3114,213
2025Q417,964
2026Q121,447

Article volume measures coverage, not market sales.

Tone of coverage over time

2021
21,186 positive · 31,350 neutral · 19,223 negative
2022
36,496 positive · 48,997 neutral · 59,321 negative
2023
36,901 positive · 60,781 neutral · 31,324 negative
2024
42,668 positive · 95,674 neutral · 35,299 negative
2025
42,740 positive · 149,899 neutral · 33,438 negative

Leading coverage topics

Gaming coverage across Poland · ranked by full-period article count.

International And Transnational Geographic Entities299,924 articles in the full recorded period
108,074 recent · 81,374 prior
Geopolitical Disputes And Contested Areas299,919 articles in the full recorded period
108,072 recent · 81,371 prior
Administrative And Political Subdivisions299,903 articles in the full recorded period
108,068 recent · 81,366 prior
International Political Relations28,427 articles in the full recorded period
5,512 recent · 5,290 prior
Security And Defense Policies21,595 articles in the full recorded period
4,619 recent · 3,743 prior
International Sports Competitions11,581 articles in the full recorded period
1,907 recent · 2,834 prior
International Relations And Diplomacy11,182 articles in the full recorded period
2,357 recent · 2,343 prior
Olympic Games Coverage6,320 articles in the full recorded period
1,047 recent · 1,694 prior
Military Technology Advancements6,226 articles in the full recorded period
2,437 recent · 829 prior
Cybersecurity And Cyber Warfare5,738 articles in the full recorded period
2,126 recent · 890 prior

Recent and prior counts use the source comparison windows.

Topics gaining and losing attention

Gaming coverage across Poland

KeywordRecentPriorChange
countries4,1921,858126%
aerial bombardments638156309%
drone warfare580461161%
study overseas318106200%
semester abroad25794173%
overseas study254103147%
solar electricity generation24415656%
drone electronic warfare22158281%
solar pv20014043%
stealth drone capabilities14144220%
europa league149618-76%
olympic team selections209443-53%
olympic trials224349-36%
quarterfinals150323-54%
diplomatic engagements185288-36%

Event and signal lenses

Gaming coverage across Poland

All complete annual cohorts shown
Rising

Regulatory Risk

472,222 classified articles

territories, disputed islands, countries

8.2% critical · 4.7% positive
Rising

Funding Momentum

16,062 classified articles

quarterfinals, weapons system funding, world cup

42.9% critical · 37.1% positive
Rising

Growth

27,561 classified articles

gdp growth rate, quarterly financials, gdp acceleration

27.7% critical · 46.6% positive

Gaming coverage across Poland. Topic labels describe recorded classifications and can include broad context.

RESEARCH SIGNALS

What Gaming research is working on

7,757 papers in the recorded worldwide scope.

Expand panel +
7,757papers
7,757worldwide comparison pool
—India-affiliated papers

Research orientation

Breakthrough
3,283
Promising
2,865
Descriptive
901
Problem-identifying
309
Comparative
299
Cautionary
91
Critical
9

Contribution mix

Methods-led
6,248
Empirical
1,008
Reviews
311
Position pieces
143
Theoretical
47

Tone counts: 7,513 positive · 232 neutral · 12 negative.

Common problems researchers identify
318 papers · 4.1% of this field
  • Rendering188 papers
  • Computer graphics98 papers
  • Game engine93 papers
  • Real-time rendering70 papers
  • Virtual reality27 papers
  • Image-based modeling and rendering27 papers
  • Animation27 papers
  • Visualization23 papers

Landmark: 3D MODELLING AND VISUALIZATION BASED ON THE UNITY GAME ENGINE – ADVANTAGES AND CHALLENGES

Cautions
91 papers · 1.2% of this field
  • Rendering73 papers
  • Computer graphics24 papers
  • Real-time rendering21 papers
  • Game engine13 papers
  • Tiled rendering13 papers
  • Visualization12 papers
  • Virtual reality12 papers
  • Perception8 papers

Landmark: The Investigation on Using Unity3D Game Engine in Urban Design Study

Opportunities
6,148 papers · 79.3% of this field
  • Rendering4,653 papers
  • Computer graphics1,723 papers
  • Real-time rendering1,268 papers
  • Game engine916 papers
  • Visualization572 papers
  • Virtual reality489 papers
  • 3D rendering432 papers
  • Tiled rendering405 papers

Landmark: Rendering synthetic objects into real scenes

Leading institutions

Google
1,193
University of California, Berkeley
1,152
Max Planck Institute for Informatics
1,030
Cornell University
828
Princeton University
764
ETH Zurich
753

Leading researchers

Pratul P. Srinivasan
1,001
Paul Debevec
969
Tomas Akenine‐Möller
830
Eric Haines
779
Naty Hoffman
779
Hans‐Peter Seidel
706
Angelo Pesce
695
Michaƚ Iwanicki
695

Highly cited breakthrough-labelled papers

  • Rendering synthetic objects into real scenes969 citations
  • IBRNet: Learning Multi-View Image-Based Rendering654 citations
  • 4D Gaussian Splatting for Real-Time Dynamic Scene Rendering447 citations
  • Advances in Neural Rendering316 citations
  • Deep appearance models for face rendering282 citations

Common problems researchers identify

301 papers · 6 recurring themes
6 cards

Swipe or scroll horizontally to browse.

Game Engine Performance IssuesCommon problems researchers identify · 01

Game Engine Performance Issues

61 papers

20.3% of this theme group

Researchers highlight bottlenecks and optimization challenges when using game engines for interactive applications.

Game engine (42) · Video game design (6) · Game design (9) · Video game (5)

Performance Analysis and Optimization Techniques in Unity 3D

Adopting game technology for architectural visualization

View research history
YearShare index
2022182.6
2023192.0
2024192.2
2025179.2
Engine Selection for Specialized DomainsCommon problems researchers identify · 02

Engine Selection for Specialized Domains

60 papers

19.9% of this theme group

Studies discuss difficulties choosing and adapting game engines for non‑gaming fields such as architecture and education.

Game engine (50) · Human–computer interaction (21) · Video game development (13) · Game programming (8)

A framework for game engine selection for gamification and serious games

Coupling BIM and Game Engine Technologies for Construction Knowledge Enhancement

View research history
YearShare index
20221268.3
20231423.0
20241474.9
2025663.5
Real‑Time Rendering ConstraintsCommon problems researchers identify · 03

Real‑Time Rendering Constraints

59 papers

19.6% of this theme group

Papers examine limits of current real‑time rendering techniques on mobile and distributed platforms.

Rendering (53) · Computer graphics (37) · Real-time rendering (23) · Graphics (13)

A review of real-time rendering technology based on mobile internet platforms

Multimedia Image Rendering on a Distribued Computer System

View research history
YearShare index
2022404.3
2023402.0
2024371.1
2025336.9
Advanced Real‑Time Rendering TechniquesCommon problems researchers identify · 04

Advanced Real‑Time Rendering Techniques

55 papers

18.3% of this theme group

Works focus on challenges of ray tracing, image‑based modeling, and portal rendering for immersive experiences.

Rendering (54) · 3D rendering (20) · Image-based modeling and rendering (19) · Real-time rendering (24)

Real time ray tracing of point-based models

Rendering Portals in Virtual Reality

View research history
YearShare index
202214.9
202318.7
202411.0
202518.5
Realistic Natural Scene RenderingCommon problems researchers identify · 05

Realistic Natural Scene Rendering

49 papers

16.3% of this theme group

Research points out difficulties achieving high‑fidelity lighting and geometry for forests and vegetation in real time.

Real-time rendering (35) · Rendering (48) · Tiled rendering (13) · Computer graphics (27)

Real-time Realistic Rendering and Lighting of Forests

Research on realistic tree rendering technology

View research history
YearShare index
20226.5
20237.5
20243.3
20254.5
Subdivision Surface Rendering LimitsCommon problems researchers identify · 06

Subdivision Surface Rendering Limits

17 papers

5.6% of this theme group

Authors note computational and visual quality issues when applying subdivision methods to complex models.

Rendering (15) · Subdivision (3) · Subdivision surface (2) · Color rendering index (2)

Implicit surface octrees for ray tracing point models

Abstract Subdivision Surfaces in Character Animation

View research history
YearShare index
20223.5
20233.3
20242.3
20252.7

Cautions

88 papers · 4 recurring themes
4 cards

Swipe or scroll horizontally to browse.

Trade‑offs in Real‑Time RenderingCautions · 01

Trade‑offs in Real‑Time Rendering

45 papers

51.1% of this theme group

Cautionary studies warn about quality loss and performance costs when using tiled and multi‑resolution techniques.

Rendering (44) · Real-time rendering (19) · Computer graphics (18) · Tiled rendering (11)

Multi-resolution depth-of-field rendering

Realistic Rendering Of Virtual Worlds

View research history
YearShare index
20226.5
20237.5
20243.3
20254.5
Educational Use of Game EnginesCautions · 02

Educational Use of Game Engines

19 papers

21.6% of this theme group

Researchers advise careful assessment of learning outcomes and usability when repurposing engines for teaching.

Game engine (16) · Human–computer interaction (4) · Game design (4) · Video game development (4)

The Investigation on Using Unity3D Game Engine in Urban Design Study

Mathematics Learning by Programming in a Game Engine: Development of Knowledge and Student Motivation

View research history
YearShare index
20221342.4
20231499.1
20241556.9
2025758.6
Perception Issues in VR RenderingCautions · 03

Perception Issues in VR Rendering

16 papers

18.2% of this theme group

Works caution that approximation methods can reduce visual realism and affect user perception in virtual environments.

Virtual reality (8) · Rendering (16) · Perception (5) · Virtual actor (3)

The Impact of Reflection Approximations on Visual Quality in Virtual Reality

Video1_The Effect of Virtual Human Rendering Style on User Perceptions of Visual Cues.MOV

View research history
YearShare index
20221617.5
20231799.7
20242168.5
20252050.2
Hybrid Rasterization‑Ray Tracing RisksCautions · 04

Hybrid Rasterization‑Ray Tracing Risks

8 papers

9.1% of this theme group

Studies highlight integration complexities and potential artifacts when combining raster and ray tracing pipelines.

Ray tracing (3) · Computer graphics (5) · DirectX (2) · Rendering (7)

Combining Rasterization and Ray Tracing Techniques to Approximate Global Illumination in Real-Time

Ray tracing for HoloVizio light field displays

View research history
YearShare index
202216.6
202321.9
202421.6
202522.4

Opportunities

5,636 papers · 7 recurring themes
7 cards

Swipe or scroll horizontally to browse.

Volume Rendering AdvancesOpportunities · 01

Volume Rendering Advances

1,680 papers

29.8% of this theme group

Opportunities focus on new algorithms and hardware acceleration for high‑quality volumetric visualization.

Rendering (1,650) · Volume rendering (235) · Computer graphics (552) · Tiled rendering (250)

An Improved Method for Volume Rendering

Volume Rendering

View research history
YearShare index
202222.8
202328.8
202420.2
202520.4
Real‑Time Terrain RenderingOpportunities · 02

Real‑Time Terrain Rendering

1,093 papers

19.4% of this theme group

Research explores efficient techniques for rendering large‑scale terrains with dynamic lighting and painterly effects.

Rendering (1,083) · Real-time rendering (639) · Computer graphics (698) · Terrain (143)

Real-Time Painterly Rendering of Terrains

Techniques for Real Time Spectral Rendering

View research history
YearShare index
2022635.9
2023637.1
2024529.8
2025673.3
Game Engine‑Based SimulationOpportunities · 03

Game Engine‑Based Simulation

983 papers

17.4% of this theme group

Papers present novel uses of game engines for virtual workplaces, mechanics, and interactive system prototyping.

Game engine (735) · Video game development (153) · Game design (126) · Game programming (71)

DESIGNING VIRTUAL WORKPLACE USING UNITY 3D GAME ENGINE

An Improved Approach for Mechanics Simulation Based on Game Engine

View research history
YearShare index
2022191.8
2023199.3
2024204.1
2025201.7
Global Illumination in Real TimeOpportunities · 04

Global Illumination in Real Time

660 papers

11.7% of this theme group

Works investigate fast methods for realistic lighting, including BRDF models and multi‑layer translucency.

Global illumination (263) · Rendering (646) · Radiance (99) · Bidirectional reflectance distribution function (57)

Real-Time Rendering for Multi-Layered Translucent Materials such as Human Skin under Dynamic Environment Lighting

Real-time rendering with complex natural illumination

View research history
YearShare index
202230.1
202339.6
202419.9
202521.0
GPU‑Accelerated Shader TechniquesOpportunities · 05

GPU‑Accelerated Shader Techniques

522 papers

9.3% of this theme group

Studies showcase shader and GPU strategies that boost performance for complex rendering tasks.

Rendering (510) · Computer graphics (297) · Real-time rendering (165) · Shader (83)

GPU-Based Volume Rendering Techniques

Image Volume Rendering based on GPU Computing

View research history
YearShare index
20228.1
20238.3
20247.1
20256.6
Immersive AR/VR InteractionOpportunities · 06

Immersive AR/VR Interaction

464 papers

8.2% of this theme group

Research highlights new pipelines that blend virtual reality, augmented reality, and game engine interactivity.

Virtual reality (251) · Human–computer interaction (162) · Game engine (205) · Augmented reality (74)

Creating Interactive and Realistic Augmented Reality Experiences

PERFORMING 3D MEASUREMENTS IN A VR ENVIRONMENT

View research history
YearShare index
20221913.0
20232108.8
20242371.0
20252078.6
Gaussian Splatting for Dynamic ScenesOpportunities · 07

Gaussian Splatting for Dynamic Scenes

234 papers

4.2% of this theme group

Papers propose Gaussian‑based representations to enable fast, high‑quality rendering of changing environments.

Gaussian (172) · Rendering (231) · Real-time rendering (84) · Gaussian process (9)

4D Gaussian Splatting for Real-Time Dynamic Scene Rendering

Real-time Rendering Optimization with Gaussian Splatting

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YearShare index
202222.8
202320.5
202418.3
202542.1

How this field compares with the research baseline

Orientation shares compared with 25,000 papers in the reference sample.

Research orientationThis fieldReference sample
Breakthrough42.3%26.8%
Promising36.9%36.7%
Descriptive11.6%17.3%
Problem-identifying4.0%9.7%
Comparative3.9%4.0%
Cautionary1.2%4.6%
Critical0.1%0.9%

Concerns receiving less research attention

Counts and shares refer to the stated research pool. A low count describes how much of that research is recorded here, not the absence of a real-world concern.

Concern / example paperPapersShareRaised as a problemWorldwide share
Energy & datacenter footprintPower Consumption Model of a Mobile GPU Based on Rendering Complexity70.1%0 (0.0%)0.1%
Privacy & surveillanceHuman dragons playing in cyberspace20.03%0 (0.0%)0.03%
Safety & misuseUncertainty-Aware 4D Gaussian Splatting for Monocular Occluded Human Rendering10.01%0 (0.0%)0.01%
Water use00.0%0 (%)0.0%
Carbon & emissions of compute00.0%0 (%)0.0%
Hardware, e-waste & supply chain00.0%0 (%)0.0%
Labour & data work00.0%0 (%)0.0%
Bias & fairness00.0%0 (%)0.0%
Concentration of compute power00.0%0 (%)0.0%

Institution and researcher rankings use citations to their covered work. Research scope: worldwide. This may be broader than the company geography.

GEOGRAPHIC FOOTPRINT

Where companies are based

Company counts, hiring and disclosed funding across the recorded hubs.

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UNDERSTAND THE LANDSCAPE

Gaming in Poland: key questions

Clear definitions for making better comparisons.

What does this landscape measure?

It measures the tracked company ecosystem, recorded funding, hiring and other available evidence. It is not a market-size estimate.

Can segment counts be added together?

No. A company can belong to several segments, so segment counts and funding can overlap.

What does a missing figure mean?

A dash or unavailable panel means the current reviewed source snapshot does not support that figure.

Company ecosystem snapshot: 2 September 2026. Funding is recorded in USD; filed accounts retain their stated currency and reporting basis. Each section identifies its own coverage. The news and research behind these sections is explorable in Prism.

Canonical landscape ↗
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