Posts Tagged ‘gamasutra’

2009 survey reveals 4% drop in average game developer salary

Wednesday, April 14th, 2010

Game Developer Research, the folks in cahoots with Game Developer Magazine and Gamasutra have recently released their ninth annual Game Developer Salary survey. The survey found an overall decrease in the average game dev salary of 4% when compared to the same figures from 2008. The average game developer took home approx. $79,000 in 2008, while 2008 saw that salary slip to $75,573.

logogdresearchKeep in mind, 2008 was a banner year for game developers, as they set an industry average record that year, not something to easily top. This drop in salaries is the first case on record of a significant average salary decrease. Game Developer Research points to a loss in consumer confidence, and attributes this to the current economic climate. And while this is a drop in average salaries, the number did not dip below 2007’s number, indicating that this may be a direct result of out of control Wall Street bankers making crazy bets on commodities failing.

Game Developer Research also took a look at today’s independent or smaller game developers, with results to be released soon.

Some industry highlights from the report:

  • Game programmers have an average salary of $80,320. The survey found that programmers with more than six years of experience in their field earned, on average, 36 percent more than the average 2009 annual salary.
  • Art & Animation folks made out better than average in 2009. They saw an average increase in salary, up 2 percent to $71,071.
  • Game Designers also saw a slight increase in salary in 2009. Up 3 percent, the average salary for game designers came in at just over $60k with $61,859. This discipline also includes writers, who earn on average $61,786.
  • Production folks earned on average $75, 082. The survey also found that this area of games is also the most female friendly, with 18 percent of game producers being female. While this figure is down from last years, it’s still almost twice the industry average. Production people also tend to be the most experienced in the industry, with almost half (49 percent) having 6+ years of gaming involvement.
  • QA testers tend to have the fewest years of experience under their belt, with nearly half having less than three years. Therefore, these people tend to be the least paid in the industry, with an average salary of $37,905. However, in contrast, if these people stick around for six or more years, the survey found that this salary more than doubles.
  • Sound Designers and composers are generally the most experienced people in the industry, and are thus compensated for it. While they earned on average $82,085, the survey also found that this segment of the industry is also opening up to new talent, with those with less than three years of experience rose to a new high of 38 percent. Balancing this out, those with more than six years of industry experience dropped significantly, currently holding at 33 percent.
  • And now for the big winners: Business and Marketing. On average, these folks took home $96,408. This figure even includes a 6 percent drop from last years’ numbers. The survey also found that these individuals are the most likely to receive additional compensation. And while this number might be quite lofty, there’s still a wide range of salaries even within this microcosm, as marketing and PR employees averaged $83,804, executives, $129,167.

The full report, “Game Developers Salary Survey” includes more detailed U.S. regional and growth data for year-over-year results from 2005, 2006, 2007, 2008, and 2009, plus international information from Canada and Europe. This report, and others, are now available from the Game Developer Research division.

 

Clouding Gaming – coming soon to a PC or Mac near you

Tuesday, March 16th, 2010

OnLive, which made a big splash at last year’s Game Developers Conference with their introduction of cloud gaming is back on the radar with their recent “coming soon…”announcement.  Announced on the OnLive blog, CEO Steve Perlman rolled out more specifics about the service promising, “direct access to OnLive games without being required to subscribe.”

onlivePerlman describes the OnLive Game Portal as a companion to the full blown OnLive experience. Slated to launch ‘sometime’ this year, the OnLive Game Portal will offer a unique service – users can take advantage of OnLive’s streaming (cloud) service, allowing them to rent individual games and access demos. OnLive used the GDC platform to announce their full featured launch on June 17th, and will require a $14.95 monthly subscription fee. This subscription fee does not include the price of the games themselves. Perlman’s goal with this service is to offer ‘on-the-fence’ gamers access to the service, encouraging them to take the plunge and lay down their $15/month if they find the service of value.

“Through the OnLive Game Portal, gamers will be able to play select games directly on a rental basis as well as game demos for free; subject to available OnLive service capacity and whatever usage limits are associated with each given demo.” he wrote. “Rentals will be priced on a per-game basis. There is no service fee for the OnLive Game Portal.”

“Of course, like all games in the OnLive Game Service, games in the OnLive Game Portal start instantly, are always updated, and don’t require high-end hardware to play high-performance games,” Perlman added.

“It only takes seconds to install OnLive’s small browser plug-in, and only seconds more before you’re playing a top-tier game. And, of course, OnLive Game Portal games will also play through OnLive’s MicroConsole TV Adapter on an HDTV.”

Source: Gamasutra

 

Red 5 Studios talks Monetization

Monday, December 29th, 2008

Red 5 Studios is a collection of former Blizzard and ex-World of Warcraft folks that has spent the past three years working on potentially the hottest MMO you’ve never heard of.  Their level of secrecy and stealth has become almost legendary.  So when an unexpected change in management surfaced last month, Red 5 Studios started showing up on the radar again.  Christian Nutt from Gamasutra sat down and talked to the now Board Chairman and CCO Mark Kern, and now CEO Michael Weingartner about the new management switch, and more importantly, just what are those Red 5’s working on, and where do microtransactions fit into the picture?

Red 5 has set out to be a global company from the get go, with just over 100 staff member currently working on the current project with two-thirds based in America, one-third in China.  Weingartner makes it very clear that the Chinese branch is not just an outsource, but integral to the company, as they include a number of artists and engineers.

And while Kern wouldn’t let any cats out of the bag, he did drop a hint of an upcoming announcement that will give the world just enough of a teaser to show what’s under the hood of this gaming stallion that’s been lurking in the stables for the past three years.

Nutt did ask the vital question of ‘what and how does Red 5 plan on making some money with this title?’ and while his response is expected, his insight to East v. West is quite interesting.

It’s very interesting to watch how these models work, because I don’t think there’s any one answer. I think you have to look at the type of game that you’re making, and even the market that you’re in.

For example, in Asia, there are very few subscription-based games left, aside from WoW and Lineage, for example. And just culturally, there’s a very different expectation there for how you monetize these games. So, we’re paying a lot of attention to that.

On the other hand, in the West, you have an expectation of a level playing field, and if there are going to be things like microtransactions, they shouldn’t affect that balance. We’re very cognizant of that as well.

That said, there are plenty of companies paving the way for the idea of a microtransaction basis, especially in the console world, where you have a lot of downloadable content.

It’s going to be an interesting future out there. We haven’t selected a business model yet. You can expect it to be competitive with what other triple-A games are doing out there, but it’s a very fluid situation right now.

Kern also continues with a highly relevant statement about the current economy and how it factors into game development, monetization models and pricing:

What’s interesting is maybe even asking ourselves, “Hey, how does the economy figure into this? What about the current financial situation that all these homes are going through? Are games really immune, or are people going to be saying, ‘Listen, I don’t want to pay a huge monthly fee. I want some other way to pay for my game?’” That’s another factor that we have to pay attention to.

Weingartner also adds:

Which all ties back to the whole design process of the game. And we’ve been very careful in the design process to accommodate the revenue model.

Given the resumes of both head cheeses at Red 5, along with their ability to successfully fly under the radar with development, they could very well be on to something outstanding.  Whether they’ll choose a subscription or microtransactions monetization module is yet to be seen, but clearly both Weingartner and Kern are very well aware of the up sides of both paths.  It should be a very interesting development to watch just how and the reasoning behind the selected model will unfold.

Stay tuned…..

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