Posts Tagged ‘game design’

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.

 

Stevie Case (aka Kill Creek) featured on Avault.com podcast

Friday, February 20th, 2009

fatfoogoo’s own Stevie Case has recently been interviewed by the Avault.com podcast team.  Speaking with Chris Micieli, Bill Bolton, and Mark Turcotte, Stevie joins the crew to talk about everything ranging from Stevie’s career as a pro gamer to micro-transaction powered games are how they are the future of gaming.

Speaking first to her role as Vice President of Business Development and Sales with fatfoogoo, Stevie lays out our technologies and how and why game development studios should be talking to fatfoogoo when they are ready to monetize their product.  Noting that microtransactions are a relatively new way to monetize gaming, Stevie goes on to explain that with the current state of the economy, combined with falling advertising rates, microtransactions are a great place to be.

“It’s a good way to get users to not only spend small amounts of money, which isn’t as intimidating, but it also makes games sticker and doesn’t really break game play,” explains Stevie.

Stevie also highlights a quintessential point of microtransactions: user generated content, “I think it’s really cool to see users be able to create their own content and then actually sell that; have it become a part of the game, and become a part of the world.”

When asked about how microtransactions and user generated content could effect the overall balance of a game (i.e. the ‘pay to pwn’ theory) Stevie comments, “It’s a valid concern; I think that the key is you’ve got to have great game design upfront, and you’ve got to take all that stuff into account.  A lot of people have tacked on this notion of a virtual economy later because it sounds like a good way to make money, but if you don’t design it in upfront, it can be challenging for those reasons.”

Coincidentally almost mirroring David Perry’s remarks at DICE 2009, Stevie says that when you create a virtual economy based game, you’re putting a large amount of power in the hands of your users, thus game design should be held to even higher standards.

Speaking briefly to microtransactions in the mobile space, specifically the iPhone, Stevie points out, “Microtransactions are prohibited within iPhone applications.”  She continues on to discuss what iMafia is doing with their unique “if you go buy our other app we will give you points in this app” approach, but “as of today microtransactions are not officially supported.”

When asked about fatfoogoo’s list of clients, Stevie talks about our European clients, our involvement with Sun Microsystems via project darkstar, and hints at our upcoming release with a major US partner, and our involvement with a European based FPS/MMO.  But more on that later….

Give the podcast a listen in it’s entirety at Avault.com (episode #20).

 

What will gamers pay for?

Monday, July 21st, 2008

In the rapidly developing economy of Free to play, micro transaction based games being turned out every day, it’s sometimes hard to see the good from the bad.  Mon Macutay, Marketing Manager for Level Up Phillippines recently published a great article on what gamers will and will not pay for.

Macutay outlines how and why Free to Play games are micro transaction based, and what exactly gamers will pay for, and what will drive them away.  Below is an excerpt from Macutay’s article:

Why They Won’t Pay

Repeat after me – Your players will not pay if…

  • There’s something wrong with the game – cheats, exploits and bugs are your top bane. Work with the developers to fix the game FAST… or else, you’ll start losing players. Technical problems are a fact of life in the industry. Suffice it to say that I’ve seen some through my watch. But trust me, we hate it just as much as you do when there’s something wrong with the game.
  • You can get away without paying – if the game design is poor… i.e. you can just farm your way and get strong even without paying, then there’s something wrong with the game (see above). The average joe must spend a little more time doing this than someone buying items from the item mall or paying for premium. If they don’t… Houston, we got a problem.
  • It’s a damn boring MMO world – that’s where the creative genius of the community team comes in. This is why publishers do events… all to make the players happy, have something to do, and yes, to eliminate boredom. Besides, you don’t want to kill monsters 24/7 eh?
  • Service Sucks – Customer service is an integral part. Not just in the gaming industry but in any business. And any company would welcome changes to improve upon this. A satisfied customer is more likely to play more and THEN pay.

Why They WILL Pay

  • Right Pricing – The key to a good F2P game is how the Item Mall is designed and how the prices are managed. A lot of conflict boils from developer vs. publisher debates on pricing. Don’t model your price on the country where the game was designed, damnit! Price the items too high and you’ll get a very small conversion rate. Price it too low and you run the risk of damaging game balance and integrity. In this war, it’s the consumable items that will win you the battles.
  • There’s nothing wrong with the game – This is the direct opposite (obviously) of the above. There might be MINOR bugs, but not enough for the community to be pissed off. This means that the game is great and you’ll just have to work your butt off for it to stay that way.
  • The items give VALUE – perhaps one of the most important reason why players will pay. Case in point, if all the items you sell are just better versions of the normal loot. Example, a potion that just slightly heals better – then that’s just a lazy excuse for game design. Chances are, you could play without it. During testing, you should’ve spotted this like a wolf inside a sheep’s pen. Look at the how specific items give real value to the players – not just as individuals but also as groups (when going on instances, at arenas or during territorial battles). Buyers of games seldom check this fact.
  • It’s a fun game – If the game isn’t like 80% of other MMO’s out in the market (which are basically clones of each other), then you’ve got your work cut out for you. At the end of the day, when you yourself play the game, if you don’t have fun, don’t expect your future players to enjoy it either. That’s a no-brainer.There’s nothing new – A good game will soon fall to pieces if there are no new updates. I’ve often observed games going through the hype of pre-launch, launch and then they go spiraling down for a crash landing a few months into it because there’s no new content. Make sure you have something new at least every quarter. You don’t want a community of gamers (all into the level cap) without anything to do, right?

To read the rest of this article, visit gmtristan.

To this, we say…right on!  Not only is this right on the money, but could and should serve as a roadmap to any and all free to play game publishers out there today.  Notice that most of his points focus on the actual game design and play, and mention very little regarding the micro transaction.  This falls exactly inline with the fatfoogoo philosophy:  (Publishers) focus on what you do best: game development, and leave the complexities of cross national transaction and taxation, security, customer support, and processing to the experts: fatfoogoo.

 

Blizzard: Diablo III “Theoretically possible” for consoles

Tuesday, July 8th, 2008

Blizzard’s VP of game design Rob Pardo admitted to Eurogamer in their Diablo III Preview that a console version of Diablo is “theoretically possible”.

While Blizzard told fans at last weekend’s Worldwide Invitational that Diablo III is being developed exclusively for PC and Mac, and had no plans to bring the game to a console platform, Pardo said, “I think it’s theoretically possible. It would have some control changes that I think you’d have to make… But it’s probably, of our major franchises, the one that’s most console friendly, for sure.”

Pardo previously worked as the lead designer for World of Warcraft, and now oversees design for all of Blizzard’s titles.  He was quick to point ou the practical and design issues with bringing a Blizz title to a console version.

“You’d need to think about a lot of the point-and-click spells, like point to area-of-effect, or things like line-damage in this direction,” Pardo said. “Target selection is something you’re going to lose on console, you’re really going to be able to do targeting direction, but not specific targeting.”

All hope is not to be lost though.  When asked if a console version would require a ‘from the ground up’ redesign, Pardo responded, “Oh, I don’t think it would be a redesigned game. Out of StarCraft, Warcraft or WOW, Diablo would be the easiest game to translate. But it would still take a bit of work”.

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Dutch Game Garden launches at the NLGD Festival June 19th in Utrecht

Monday, June 2nd, 2008

The Dutch Game Garden has announced that they’ll be launching at the NLGD Festival of Game on June 19th in Utrecht, The Netherlands.

Coming hot off a nice pat on the back, the Dutch gaming industry is poised to be a major force to contend with in the Euro gaming market.  The Dutch Game Garden foundation is financed in part by the Dutch government, and is supported by a number of universities and schools.  These schools along with the government are extremely interested in promoting the growth of the gaming sector.  In 2007, the Dutch gaming industry revenue exceeded that of the Dutch film industry, and figures report the gaming sector to have a growth rate of 50% faster than any other Dutch economic sector.

The Dutch Game Garden will support, encourage, and do all it can to help fledgling developers and startups located in the Netherlands, along with companies that choose to relocate to the Netherlands.  They tackle this via a three pronged attack:

The Game Development Club which seeks to encourage students of game design, media, arts and programming courses at universities and school to work together in collaborative projects.

The Game Incubator is a pot o’ soup for talented young entrepreneurs.  The Incubator project helps young entrepreneurs navigate the often hectic ropes of not only setting up a company, but keeping it afloat, and ultimately, bringing their product to market.  By providing training in entrepreneurship and coaching, assisting with housing, providing tools and a network of technical, financial and legal experts, the Incubator seeks to help Mr./Ms. ‘Hey I got an awesome game, but where the heck do I start?’ to hit the ground running.

The Game Development Business Centers provide top-notch facilities for existing and growing game firms in the Utrecht region.  The ultimate goal of these facilities is to create a hotspot of gaming, with access to other important companies, A1 research institutes, universities and schools.

The Dutch Game Garden will offer an official presentation along with a panel discussion at the NLDG festival.

To learn more about the Dutch Game Garden: http://www.dutchgamegarden.nl

To learn more about the NLDG: http://www.nlgd.nl