Video game developers are software developers specializing in video game development - the process and discipline of video game creation. Game developers can range from one person who performs all tasks to big business with employee responsibilities split between individual disciplines, such as programming, design, art, testing, etc. Most game development companies have financial game video publishers and usually marketing support. Self-funded developers are known as independent or indie developers and usually create indie games.
A developer may specialize in certain video game consoles (such as Nintendo Switch Nintendo, Microsoft Xbox One, Sony PlayStation 4), or can be developed for a number of systems (including personal computers and mobile devices). Video-game developers specialize in certain types of games (such as role-playing video games or first person shooters). Some focus on porting games from one system to another, or translating games from one language to another. Less commonly, some do software development other than games.
Most video game publishers run development studios (such as EA Canada from Electronic Arts, Square Enix studios, Activision's Radical Entertainment, Nintendo EAD and Sony Polyphony Digital and Naughty Dog). However, since publishing is still their main activity, they are generally described as "publishers" and not "developers". Developers may also be private (like how Bungie, the company that developed the Halo series exclusively for Microsoft Xbox).
Video Video game developer
Type
First party developers
In the video game industry, first-party developers are part of the company that manufactures video game consoles and develop exclusively for it. First-party developers can use the company's own name (such as Nintendo), have certain division names (such as Sony Polyphony Digital) or have become independent studios before being acquired by console manufacturers (such as Rare or Naughty Dog).
Second-party developers
Second-party developers are the everyday terms often used by game and media enthusiasts to describe game studios that take on development contracts from platform holders and create exclusive games for the platform. These studios may have exclusive publishing agreements (or other business relationships) with platform holders, but retain their independence so that upon completion or termination of contracts they can continue to develop the game. Examples are Insomniac Games (originally a 2nd party for Sony), Bungie (originally a 2nd party for Microsoft) and Rareware (originally a 2nd party for Nintendo).
Third party developers
Activision in 1979 became the first third-party video game developer, where the term "second party" originally referred to consumers. Third-party developers can also publish games, or work for video game publishers to develop titles. Both publishers and developers have lots of feedback on game design and content. However, publishers' wishes generally override them from developers.
The business arrangements between the developer and the publisher are governed by the contract, which specifies a list of milestones intended to be delivered over a period of time. By updating its achievement milestone, the publisher verifies that the work is running fast enough to meet the deadline and can lead developers if the game does not meet expectations. When each milestone is completed (and received), the publisher pays the developer a down payment on royalties. Successful developers can keep multiple teams working in different games for different publishers. Generally, however, third-party developers tend to be small, tight teams. Third-party game development is a volatile sector, since small developers may rely on revenue from one publisher; one canceled game may damage a small developer. Therefore, many small development companies are short-lived.
A common exit strategy for successful video-game developers is to sell the company to a publisher, becoming an in-house developer. Internal development teams tend to have more freedom in game design and content compared to third-party developers. One reason is that developers are publishers, their interests are in harmony with the interests of publishers; the publisher can spend less effort ensuring that the developer's decision does not enrich the developer at the publisher's expense.
In recent years, larger publishers have acquired some third-party developers. While these development teams are now technically "in-house", they often continue to operate autonomously (with their own culture and work practices). For example, Activision obtains Raven (1997); Neversoft (1999), who joined Infinity Ward in 2014; Z-Axis (2001); Treyarch (2001); Luxoflux (2002); Shaba (2002); Infinity Ward (2003) and Vicarious Visions (2005). All these developers continue to operate as before the acquisition, the main difference being exclusivity and financial details. Publishers tend to be more forgiving of their own development teams over budget (or lost deadlines) than third-party developers.
Developers may not be the main entities that make software, usually provide external software tools that help organize (or use) information for the mainstream software product. Such tools may be databases, Voice over IP, or additional interface software; this is also known as middleware. A good example is SpeedTree developed by Interactive Data Visualization Inc.
In addition, accessories such as headsets can be known as third-party headsets; companies that produce headsets may differ from console companies. For example, Turtle Beach is a third-party headset manufacturer for PlayStation 3 and Xbox 360. Also now includes Xbox One and PlayStation 4.
Independent developers
Independent is a software developer not owned by (or dependent on) a single publisher. Some of these developers publish their own games, relying on the internet and word of mouth for publicity. Without big marketing budgets from major publishers, their products can receive less recognition from major publishers like Sony, Microsoft or Nintendo. With the advent of cheap digital distribution of games in game consoles, it is now possible for independent developers to enter into agreements with console manufacturers for their wide distribution of games.
Other independent developers create game software for a number of video-game publishers across multiple gaming platforms. In recent years this model has declined; Major publishers, such as Electronic Arts and Activision, are increasingly turning to internal studios (usually former independent developers acquired for their development needs).
Maps Video game developer
Quality of life
Video-game development is usually done in a casual business environment, with T-shirts and sandals common work clothes. Many workers find beneficial and professional types of environments professionally and personally. However, the industry also requires long hours from its employees (sometimes up to levels not considered sustainable). Employee hikes are not uncommon.
An entry-level programmer can make, on average, over $ 66,000 per year only if they manage to get a position in medium to large video game companies. An experienced game development employee, depending on his skills and experience, averaged about $ 73,000 in 2007. Indie game developers can only earn between $ 10,000 to $ 50,000 per year depending on how successful their positions are financially.
In addition to being part of the software industry, game development is also in the entertainment industry; most entertainment industry sectors (such as movies and television) require long hours of work and dedication from their employees, such as willingness to move and/or need to develop games that do not appeal to their personal tastes. The creative rewards of work in the entertainment business attracted the workforce to the industry, creating a competitive labor market that demands commitment and high-level performance of employees. Industrial communities, such as the International Game Developer Association (IGDA), are conducting an increasing discussion on this issue; they are concerned that working conditions in the industry cause significant damage in the quality of life of their employees.
"Crunch Time"
Some video game developers (such as Electronic Arts) have been accused of excessive "time of crisis". "Crunch Time" is the point at which the team is perceived as failing to achieve the crucial achievement to launch the game on schedule. The complexity of workflow and intangible artistic and aesthetic demands in video-game making creates difficulties in predicting milestones of achievement.
Most game development engineers and artists in the United States are regarded as paid employees; as "paid professionals by the hour", they are not subject to state laws governing overtime. The exception is California, where software developers are typically protected by the minimum wage every hour for free. In 2008, due to amendments to California Labor Code Section 515.5 by Bill SB 929, the minimum wage was $ 36 per hour (or $ 74,880 per year).
Attention to "crunching" was drawn by a 2004 blog post titled ea_spouse . The protest against the time of crisis was posted by Erin Hoffman (fiance developer of Electronic Arts Leander Hasty), who argued that his life was indirectly destroyed by the company's work policy. This led to a debate in the industry but no visible changes until March 2005, when Electronic Arts announced internally that they planned to extend overtime payments to some currently unqualified employees. Hasty and Hoffman later joined the independent development studio (1st Playable Productions) and founded Gamewatch, a website to discuss gaming development environments across the industry. As the age of game developers and family responsibilities become more important, many companies moderate the current worst practices to attract better quality staff.
A similar situation came to light in January 2010, when the collective group of "Rockstar Pairs", the developer couple at Rockstar San Diego, posted an open letter criticizing studio management for the deteriorating working conditions for significant others since March. 2009, which included a time of excessive crisis. This was followed by several former Rockstar employees who sent similar complaints about their time there. The International Game Developer Association considers that Rockstar working conditions are exploitative and dangerous.
Unionization
Similar to other technology industries, video game developers are usually not unionized. This is the result of an industry that is driven more by creativity and innovation than production, a lack of distinction between management and employees in the white-collar area, and that the pace at which industries move that makes union action difficult to plan. However, when crisis-related situations become prevalent in the news, there is usually a follow-up discussion on the potential to form a union. A survey conducted by the International Game Developer Association in 2014 found that more than half of the 2,200 developers surveyed supported unity.
In 2016, voice actors at the United Screen Actors Guild-American Federation of Television and Radio Artists (SAG-AFTRA) union working for video games hit several major publishers, demanding better royalty payments and provisions related to safety of vocal performances them, when their standard trade union contract is being updated. The voice actor strike lasts for more than 300 days until 2017 before a new deal is made between SAG-AFTRA and the publisher. Although this has some effect on some games in the industry, it brings to the surface the question of whether video game developers should be unionized.
Women in game development
In 1989, according to Variety , women accounted for only 3% of the gaming industry. In 2013, Gary Carr (Lionhead Studios creative director) estimates that in the next 5 to 10 years, game development work will be 50% female. According to Gamasutra Game Developer Gary Survey 2014, women in the United States produce 86 cents for every dollar man made. Game designing women has the closest equity, making 96 cents for every dollar man made in the same job, while professional audio professionals have the greatest gap, making 68% of what men do in the same position.
See also
- List of independent game developers
- List of video game developers
- Practice the video game industry
References
External links
- Break through the gaming industry of IGDA
- "I Have a Game Idea!" and Career Preparation Design from veteran of the game industry Tom Sloper
- "Quality of Life in the Videogame Industry"
Source of the article : Wikipedia