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Making Games for Profit: The Reality of the Video Game Industry

Making Games for Profit: The Reality of the Video Game Industry. By Matt Gilgenbach Programmer Heavy Iron Studios. About Myself. Graduated from the University of Michigan in 2003 Interned at Microsoft on the Xbox Software Services Team during the summer of 2003

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Making Games for Profit: The Reality of the Video Game Industry

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  1. Making Games for Profit: The Reality of the Video Game Industry By Matt Gilgenbach Programmer Heavy Iron Studios

  2. About Myself • Graduated from the University of Michigan in 2003 • Interned at Microsoft on the Xbox Software Services Team during the summer of 2003 • Worked on the Xbox Media Center Extender • Hired as an associate programmer at Heavy Iron Studios in the Fall of 2003 • Promoted to a staff programmer in July 2004 • Shipped my first game, “The Incredibles”, in September 2004

  3. About Heavy Iron Studios • Owned by THQ • Had two teams using shared technology built around Renderware • Developed “Spongebob Squarepants: The Movie: The Game” simultaneously with “The Incredibles” • Has only done licensed games

  4. Roles in the Video Game Industry • Art • Character models • Level art (sometimes they may do level design?) • Prototype effects for programming • Animation • They do animation for the game characters • FMVs • cut scenes

  5. Roles in the Video Game Industry (continued) • Programming • All the code for the game • developer tools • Design editor • Art/animation utilities • Production • Scheduling, dealing other companies, corporate HQ, licensors, etc • At some companies, the producer is the “visionary” for the game • Other companies have director who is the “visionary” • Design • Varying responsibilities from company to company • Some companies, they make all the specs for the entire game, others they just do the level building

  6. Roles in the Video Game Industry (continued) • Audio • Usually contracted out, but sometimes in house • Helpful if the person can program • Test • Publishers have staff • Studios may have a few testers on the team • Mostly, they are hired, then fired

  7. A Role You Didn’t Expect To See • Marketing • They market the game (obviously) • Has some influence on what features your game should have • Don’t care about game play, just what they can write on the box • For a more cynical look at them, see Jason Rubin’s speech at the DICE summit

  8. Programmer Roles • Junior • Doing builds • Tools programming • Level creation tool for design • Some companies have it as a Maya plug-in • Art file conversion and utilities • Technical requirements for consoles • Localization

  9. Programmer Roles • Mid-level • Enemy AI • Various widgets • Player characters • Some effects work

  10. Programmer Roles • Senior • Graphics • Optimization • Low-level stuff • Code that runs on the Playstation 2 co-processors • Memory manager • Fun and exciting technology

  11. What I Do Every Day • Sit in front of a computer • Program • That’s pretty much it

  12. What I Do Every Day in Depth • Beginning of the project • Tools • Systems – AI, one-liners, sound, text • Prototypes • Middle of the project • Gameplay – AI, player control, widgets, collision • Work with designers and animation • Effects • Work with artists • End of the project • Memory/speed optimizations • Bugs – not just yours

  13. The Video Game Industry • Making video games is an INDUSTRY • Definition of Industry: (from www.dictionary.com) • Commercial production and sale of goods. • A specific branch of manufacture and trade: the textile industry. See Synonyms at business • Business and Commerce is all about the bottom line. $$$$$$ • Publishers have to answer to shareholders

  14. The Repercussions of Business • Games are made to make money • If games aren’t a commercial success, then they are a failure, regardless of how fun or good they are • Exceptions: If it’s good for the company • If it’s first party published, sells console • Changes the view of the company for the better • THQ: We’re not just a kid’s publisher anymore

  15. The Punisher

  16. Current State of Games • Good games sometimes don’t sell • Bad games sometimes do • Two reasons that games sell • Marketing • Brands

  17. Branding: Licensed Games vs. IP • Licensed games • Guaranteed sales regardless of quality • Good branding • Exploits marketing hype • “The Incredibles” has a huge marketing push that we leverage • IP (Intellectual Property) • Publishers like it if they can make a brand • When you have good IP, it’ll still sell like a license, but you don’t have to pay the licensor • Coming up with new IP is risky • When you have good IP, making a sequel is not

  18. Finding Nemo • Sold a whole lot!

  19. Publishers • They control the money, so they control the industry • They pay for the games • They get the games in stores • They market the game • Some studios (Valve) are trying to cut the publisher out of the picture • Online distribution • Unlikely that this will ever be a way to distribute a commercially successful large budget game • Casual gamers are the biggest market • Walmart is the biggest video game retailer

  20. Working With Publishers • Independently Owned • The publisher gives you milestone payments, and if there is bad budgeting by your manager, you won’t get paid • Pretty much never see royalties, unless you are a company that only makes huge hits • For example, id software • They got a dream contract from Activition • Usually royalties for independent studios work as follows • A small percentage of the revenue of your game counts towards royalties for your company • You have to pay back the cost of the development OUT OF YOUR ROYALTIES before you get any more money

  21. Working With Publishers • Owned by the publisher • The publisher pays your salary and all the bills • Studio management has to budget • The publisher can call all the shots since they own you • Could get paid royalties or not • At the discretion of the publisher, but usually more generous than to external developers

  22. Pros and Cons • Independently Owned • More freedom • Create a game idea and shop it around • Get a job from a publisher if you want • More risk • Project may get cancelled • Publisher may dump it, so you have shop around again • May be difficult to find new projects • Layoffs between projects • Owned by the Publisher • Less freedom • Publisher calls the shots • Less Risk • You get the same salary even if there’s not much going on

  23. Future of Publishers • Independently owned studios • Getting increasingly difficult to start up • Cost of games • Publishers trust the studios they own more • Publishers are buying up more and more studios • THQ acquired Relic earlier this year • EA bought Criterion (and Renderware) • Publishers get more control • They like since games are a big financial risk • Owning the studios means they can share • Technology • People

  24. Technology Sharing • The cost of games is rapidly rising • Development times are growing • Middleware/shared technology help solve both of these problems • The downside is your game won’t be as good from a performance standpoint • General purpose solutions aren’t the best ones for performance • Worse performance means worse graphics, less enemies, etc

  25. Technology Sharing with Middleware • Sold middleware • Renderware, Gamebryo, Symbionic, etc • Internal middleware • Before EA bought Renderware, they used EAGL – Electronic Arts Graphics Library • Sometimes a studio will work on many games with the same engine and tools

  26. The Future of Game Development • Development teams will be larger • As the technology gets better, it can run more code per second, so you need more code • This is why middleware helps • Higher polygon count and higher res textures require more artists to create • More memory means more animations • Larger teams need more management • All these people mean development costs will continue to increase

  27. John Carmack says: • John Carmack discussed the next 5 years of game development at his GDC keynote • I asked him the question, “Do you think that there’s a ceiling for the development cost of a game?” • He said, “No, I could easily see games costing $100 million in 5 years.”

  28. Repercussions of Even MORE Expensive Games • Even less room for error • A game that costs $100 million better make close to that back in profit, or the publisher is really hurting • Even less room for new ideas than currently • No publisher is going to sign away $100 million on something that isn’t guaranteed to sell • Even less creativity than the movie industry • Games need to be a blockbuster hit because they will all cost a lot • Independents will play a much smaller role • With Digital Camcorders, anyone with talent can make a film of similar quality to the big budget Hollywood productions • Not the same with video games

  29. So, Is Creativity Dead? • Hopefully not • Just much more difficult • Creative, innovative titles can be the most profitable • The Sims • definitely creative • EXTREMELY popular • Once a creative, innovative title is made, you can expect • lots of sequels • knock-offs

  30. If It’s So Bad, Why Don’t You Get Another Job? • I really like my job • I like working in the video games • I’m just trying to say what it’s like, not that it is horrible

  31. Your Options • Work for a company that makes great games • This is hard because everyone wants to • Pros • You work on something you can be proud of • Millions of people will enjoy your work • Cons • You’ll have much less responsibility because there will be experts there • This is good if you just want to make a great game

  32. Your Options • Work for a company that doesn’t make great games • Pros • You get more responsibility because there are less experts there • You can move up faster because there are more people coming and going • Cons • You slave away long hours for something you might not really like • You can’t learn how great games are made • This is good if you really love the work because you get to do more interesting stuff

  33. Your Options • Stay in academia • Academic communities are becoming more interested in research involving video games • EA Game Innovation Lab at USC • Pros • You don’t have to worry about marketing and being a commercial success • You get more freedoms because the proposals are usually pretty open ended • You don’t have the long hours • Cons • Millions of people won’t get to enjoy the work that you do • But your research could be enjoyed by millions of people if someone learns from it

  34. Your Options • Work in a different area of software development • Just because you are passionate about video games does not mean video game development is the right field for you • Although if you aren’t passionate about them, then it’s definitely not the right field for you • Pros • Better pay • Better hours • Cons • Probably not as fun or interesting • Not as much room for creativity

  35. Conclusion • If you want to go into games, it’s important to know what it’s like • Many people have false impressions going into it and leave very bitter • Although we want to make fun games, the main focus of the industry is to make money • Publishers don’t like taking risks involving large sums of money • Working on games is a lot of fun • Just different from what you may expect

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