Posts Tagged ‘game development’

Flurry shifts devs into high gear with Game Acceleration Program

Thursday, March 24th, 2011

San Francisco based game grower and monetizer Flurry has recently announced the launch of its Game Acceleration Program, or GAP for short for iOS and Android based platforms. The program seeks to entice developers to the Flurry side of the fence by offering a wide range of development, and perhaps more importantly, marketing tools to maximize the potential of their product. Included in the package is everything from soup to nuts: full analytics, game design and dev coaching, financing, distribution, and again, marketing. As an added bonus, the Flurry GAP program is designed to not require developers to hand over their IP rights in exchange for entry into the program. Quite the contrary, Flurry is only requiring developers to utilize their proprietary Flurry AppCircle, an application-recommending network. Devs are required to use this code until agreed upon costs are recuperated. No word on whether or not these recuperation costs vary from developer to developer.

Leading the Flurry GAP charge is experienced industry veteran Jeferson Valadares. Valadares is no stranger to games development and monetization, bringing over 10 years of experience to the table via some of the biggest names in the biz; Electronic Arts, Playfish, and Digital Chocolate. His experience ranges from mobile to Facebook, and he’s been involved with AAA titles including FIFA, Harry Potter, and Need for Speed to name a few. Having started off his career helping brands build online and mobile games, Valadares is in a unique position to pass along his experience and passion for the industry to up-and-comers.

“There is no greater thrill than working through the design and iteration process with game studios to create a hit game,” saidJeferson Valadares, Flurry general manager of games. “Whether we’re collaborating with a brand or an indie gaming developer, Flurry GAP will share best-of-breed game design principles to deliver fun and engaging application experiences that increase retention and monetization.”

According to Flurry, the GAP program isn’t just about garage coders seeking to make it big (although there’s a healthy seat at the table reserved for this group). The program also welcomes brands looking to “gamify” their current applications. Additionally, the Flurry GAP program seeks to guide current games studios through the process of flipping their business model from Premium to Freemium.

“With roughly 10 million iOS and Android devices activated each day, the mobile space is as important of a channel as online and primetime TV,” said Simon Khalaf, Flurry president and CEO. “Flurry reaches over 40 million active consumers each day through Flurry AppCircle – we want to help companies of all sizes better reach and monetize that audience.”

 

2008 survey reveals average game developer salary – $79,000

Friday, May 1st, 2009

Chances are if you’re living under a rock or in a cave, you haven’t really noticed or felt the effects of the current global economic recession.  For the rest of us out here trying to make a go at it day after day have felt and seen it, but, if you’re working in the games development industry, things may not be quite as bad as those working in, oh, I don’t know…finance perhaps?  And while the full impact of the recession is difficult to put a finger on, recent survey data released by Game Developer Magazine indicates that not only is the demand strong for game developers, but flourishing as well.

game-developer-research-logoAs noted in our previous coverage of Game Developer studies, the gaming industry as a whole seems to be doing remarkably well in these uncertain economic times.  Early last month, their study showed that game development outsourcing (to firms such as ours) is on the rise, and last Halloween we covered their release of a 13% increase in North American gaming jobs over the course of 2007.  This recent news from Game Developer doesn’t disappoint, as they found in their 8th annual Game Developer Salary Survey that the average American game industry salary in 2008 landed just $1,000 short of $80,000/year.  This figure reflects a 7% increase from 2007’s figure of roughly $74,000.

However, this information must be taken with a grain of salt, as the recession is notably reducing the number of available positions.  Given this quandary, as less jobs become available, more experienced game developers find themselves in a position to ask for higher salaries.  Selected highlights from the industries only major publically released analysis of salaries in the video game industry:

  • Programming: programmers are the highest paid talent next to high-end businesspeople, with an average annual salary of $85,024. Experience pays in this role, as those with greater than six years of experience earned 26% more than the average annual salary.
  • Art & Animation: artists – averaging a $69,532 salary, nonetheless, 28% of art directors reported lower salaries than the previous year. But these more experienced, higher status artists also tend to earn at least 35% more than those with less experience and lower title.
  • Game Design: Averaging $67,379, design positions sprouted an average $3,730 over last year. As with many roles, region makes a difference, given that West Coast designers make on average $8,283 or 12% more than the rest of the game designers in the country.
  • Production: of all the game development disciplines, production – with a salary average overall of $82,905 – is the most welcoming to women, with 21% of the workforce made up of females – more than twice the industry average. The discipline as a whole saw a strong $4,189 bump from last year.
  • Quality Assurance: testers with less than three years experience make up the largest percentage of this segment – 46%. Quality assurance is the lowest paid of the game development disciplines, averaging $39,571 – almost flat to 2007 – and the majority of Q/A people – 87% – are lesser experienced. The number of female Q/A testers jumped from 6% in 2007 to 14% in 2008.
  • Audio: sound designers as a group earned 6% more than they did in 2007, up $4,758 on average over last year to $78,167. 74% of audio developers reported that their salaries increased over 2007. Interestingly, 48% of those in the game audio industry have been working there for 6 years or more – more than the 40% for game design, and equal to the 48% for production.
  • Business & Marketing: the business field as a whole remains the highest compensated group in game development – with an average salary of $102,143 – and also receives the highest amount of additional compensation. However, salaries vary significantly between individual job titles in this section, with experienced VPs and executive managers making the most of any individual section in the entire survey – at $131,085 on average and reporting at least 6 years experience.

The full report is available from Game Developer Research and covers mush more details US regional and growth data, including year over year results from 2004 – 2008.  The full report also spotlights data accrued from Canada and Europe.

 

New survey finds outsourcing in game development on the rise

Wednesday, April 8th, 2009

Think Services Game Group’s Game Developer recently released findings from their most recent survey, asking approximately 200 developers their opinions and usage statistics on outsourcing game development.

thinkservicesThe 2009 Game Development Outsourcing Report found that between 2007 and 2008 outsourced development rose 10 percent, from 76 percent to 86 percent.  The Think Services Game Group conducted a blind survey, and approximately 200 professional game developers were polled anonymously, thereby ensuring a fair, yet comprehensive look at the industry segment.  Questions included studios’ usage of outsourcing, the associated budgets and plans to accompany this outsourcing, and regional factors, amongst a number of others.

This survey reveals key data on the rise and usage of outsourced development work, and how the practice is on track to grow even larger than current levels.  Of those surveyed that do not use outsourcing at one point or another during development work, half of them responded that they plan on doing so in the near future.  Likewise, of those surveyed that do currently use outsourcing, 95 percent of them plan on continuing to do so.

One factor contributing to the outsourcing movement, according to the survey is the increasing cost and bandwidth required to create a high volume of assets for modern console systems.  Respondents reported that the Xbox 360 and the PlayStation 3 are the two platforms in which game development is most often outsourced.  To compliment these findings, the survey also found that overall outsourcing budgets are on the rise, nearly doubling.  The majority of companies planning to spend $2 million or more on outsourcing  rose almost 20 percent in 2008.

“It is the goal of Game Developer Research to provide the professional game community with an understanding of the industry landscape from multiple perspectives,” said Simon Carless, publisher of Game Developer Magazine and director of Game Developer Research. “With game outsourcing an increasingly important part of making large-scale video games, we hope this survey will give both contractors and game studios a good sense of how business practices are evolving.”

The 2009 Game Development Outsourcing Report is available for purchase from gamedevresearch.com and also discusses overall budgets, reasons for outsourcing, the selection process for choosing firms to outsource to, and the regions of the world that the respondents worked with.  The report also includes a directory of established outsourcing studios from across the globe that were mentioned by survey respondents, with a particular emphasis on those mentioned multiple times.

 

Playfish CEO: Our mission is to change how the world plays games

Friday, March 27th, 2009

Playfish CEO Kristian Segerstrale took the stage at the GDC yesterday, and delivered his view on how social networks are influencing the way the world plays.  At Thursday’s GDC sessions, he delivered five industry trends that all social gaming developers need to keep in mind.

“Social games are a phenomenon occurring on both the business and the development side of the industry”, says Segerstrale.  During his talk on Thursday, Segerstrale also commented that social networks reach a half a billion people on a global scale.  These networks connect new and old friends, and the bridge to playing games together isn’t that far of a leap.  Segerstrale notes that these games are a natural extension of real world sociability, and that this form of word-of-mouth recommendations is fueling the expansive growth in the casual/social games segment.  Audience members were treated to Segerstrale’s five industry trends, including digital distribution and games as a service (gaas?).

The end of big franchises may be over

Speaking to the 800 pound gorilla in the room, Segerstrale duly notes that the industry is standing by the old guard, and continuing to churn out franchise titles, simply because they (or have) worked.  He admits that consumers will naturally gravitate towards the product they are familiar with vs. one they’ve never played before.  This ultimately makes the job of studio marketing departments a heckuva lot easier.

Conversely, this method will not work in social networks, as the adoption process is influenced and pushed through friends.  Judged on these terms, notes Segerstrale, the entire product relationship and distribution mechanism changes.  It’s not a question of who’s playing what, but rather the simple question of who’s playing, and who isn’t.

Games will all become services

Ok, all gaas jokes aside, the CEO says that as soon as a game becomes digitally distributed they are set up and ready to go for consistent updates.  A natural progression in game development is to consistently revamp and improve the title.  According to Segerstrale, this wipes the traditional model of the product cycle right off the map.  He also believes that social networks are pushing games developers to work like mini-MMO operators.  Meaning, if your social game is a success, bring a pillow and a toothbrush, as the project isn’t ‘over’, but rather, just beginning.  And perhaps the most important point under this heading, “All your revenues move from point of sale to continual,”  Again, product cycle – where?

Marketing by numbers

Releasing a little known secret, Segerstrale commented that the video game industry is one of the largest spenders when it comes to the marketing department.  He sees digital distribution as a mechanism to drive the marketing spend down.  He sees video game industry marketing trends moving away from ‘traditional’ and focusing more on a ‘web’ marketing approach.  Taking nothing away from marketing firms that did outstanding jobs during the 1970’s, 80’s and 90’s, Segerstrale says that traditional game marketing skills are of a limited use in today’s market, because acquiring new customers is more about the quality of the game, not how good the marketing plans behind it look.  He says that in today’s market, you need to constantly tweak games, and become a numbers ninja, gauging the cost of customer acquisition, retention and perhaps most importantly, monetization.

Game design changes

“…designing social games is much different than traditional games,” says Segerstrale, “we are forced to unlearn a lot.”  Social games are more in line with traditional board games, as opposed to a ‘video’ game.  With social games, Segerstrale says that developers have to put the interaction between screen, keyboard, and mouse on hold, and remember that they are creating a playground for users.  It’s not about collecting something or leveling up, but rather about creating a space where users can play out their own story.

“Design also starts driving audience and monetization, he says. How do I make this game really fun to play, but make it irresistible so that players want to pay to play them?”

Listen to your players

In a moment, of, ‘well, yeah?’, Segerstrale told audience members to listen to their players.

“Your players will teach you how to make better games.”

Nodding to the obvious, Segerstrale pointed out that naturally game developers receive qualitative feedback from players about what they love and hate about your product, but also points out that likes and dislikes can also be discerned from game data.  Another obvious approach?  Flat out ask players what’s what with the game.  He says that a structured analysis of this data will teach you how what to do, and what not to do within the current offering, or one in the works.  Developers need to find a balance between qualitative and quantitative data.

Wrapping up his talk, Segerstrale comments, “This is still a nascent industry.  Creating a hit is very hard. This isn’t a protected environment. There are over 50,000 Facebook applications. Product quality is everything. And monetization is still being developed.”

Segerstrale simply asked three things from participants entering the social gaming space: create products that focus on value, not spam; innovate and inspire; and focus on building games for the long run.

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ROSE Online goes free to play

Wednesday, July 16th, 2008

GravityInteractive’s popular Korean Developed MMO ROSE Online will be switching to a free to play model starting July 29th.

Since 2005 ROSE Online has been available via an $11.99/month subscription fee.  Direct from the ROSE Online news page:

Rose Online has been a part of the Gravity family suite of game titles for several years now. We are going to update ROSE’s subscription model to attract more users than ever before.

On July 29 we will be turning the servers over to Free to Play where all accounts in good standing may log in.

On July 15 we have removed the subscription page from the Website. From July 15 through July 29 new subscriptions creation will be unavailable.

It is advised that all Players who utilize the paypal re-occurring subscription model, login to paypal and cancel the re-occurring payment. We will automatically be canceling all remaining re-occurring payments (to not re-occur), around the 22nd.

Any Remaining Subscription time will be credited 60 Mileage points per day (1800/month) that is left of the current subscription Figured from the beginning of the Tuesday maintenance, 10am PDT July 29, 2008.

If you have friends that want to play ROSE but were concerned with the subscription cost now is a great time to invite them to join you on your adventure!

This will be a bright new beginning for ROSE online, come and join us!
Thank you,
Gravity Interactive, Inc.

Given that ROSE will be issuing in game currency credits for remaining subscription time, they’re clearly moving towards not only a free to play model, but a micro transaction one as well.  If they’re going with a micro transaction based model, who programmed the transaction module, and did the game development suffer?  We’re wondering if GravityInteractive is watching the growing trend, and taking cues from Nexon’s popular MapleStory and Kartrider along with their most recent addition: Combat Arms?  It would be the right time to test the waters of free to play micro transaction based titles, with not only Nexon blazing the path, but industry titans like EA dipping their toes in the micro transaction pool with Battlefield Heroes.


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fatfoogoo joins Sun and Project Darkstar as official partner

Tuesday, July 15th, 2008

fatfoogoo has been accepted to the SUN Partner Advantage Program as an official partner and will work very closely with Sun Microsystem’s Game Server Initiative “Project Darkstar” in building tools to monetize online games based on this open source program.

“We see this as a win-win situation.” says fatfoogoo CEO Martin Herdina. “It not only allows fatfoogoo services to be a click of a button away for game developers, but also allows us to contribute to this exciting project.”

By contributing code to Project Darkstar fatfoogoo is providing open source gaming engine builders highly valuable tools that can either be used from the ground up, or simply added to game development at a later date.  The choice is up to the developer.  While fatfoogoo is developing their own in house tools and then submitting the code to interface with the existing Darkstar model, they are also working on code for the game engine itself.  This code will not interfere or alter any existing code but rather assist the engine in maximizing the interface with fatfoogoo’s suite of monetization tools.

About fatfoogoo: fatfoogoo specializes in game monetization via a wide variety of products and services including micro transactions.  They have a wide range of experience and are industry experts on micro transactions and in game commerce and monetization.  The fatfoogoo philosophy is simple: Allow developers do what they do best, develop games, and leave the transactions and monetization to us.

About Project Darkstar: Project Darkstar is a software infrastructure that is designed to simplify the development and operation of massively scalable online games, virtual worlds, and social networking applications. It helps developers avoid problems such as zone overloading, data corruption, and server underutilization that typically come with these kinds of applications. This revolutionary platform offers a dramatically different architecture that features a flexible and efficient scaling model, a robust data model, and a simple programming model. Project Darkstar software is freely available under an open source license from the Project Darkstar community.

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