Skip to main content

Employment

163 documents·66 publishers

Documents

Page 1
Report68 pages

Game Developer Index 2023: Sweden

The Swedish games industry reached a significant financial milestone in 2022, with domestic revenues rising 13% to €3.1 billion and total global revenue, including foreign subsidiaries, surging 40% to €8.1 billion. This growth is characterized by a massive international footprint, as Swedish-owned companies now operate nearly 400 studios across 59 countries. Large-scale acquisitions, such as Embracer Group’s multi-billion euro purchase of Asmodee, have shifted the employment landscape, resulting in Swedish firms employing nearly twice as many people abroad as they do domestically. Within Sweden, the number of active companies grew by 20% to 939, supported by a maturing ecosystem of regional hubs and specialized educational programs.

Despite this commercial success, the industry faces a critical production capacity bottleneck driven by a chronic shortage of skilled labor. While domestic employment grew to over 8,400 positions and diversity improved—with women accounting for over 44% of new entrants—the sector remains heavily dependent on foreign recruitment to sustain its trajectory. Furthermore, Swedish startups face a competitive disadvantage due to a lack of formal financial support structures compared to other European nations, forcing many to rely on organic growth or early acquisition rather than domestic venture capital.

The sector is also navigating complex structural and environmental challenges. Sustainability efforts are increasingly focused on Scope 3 emissions, which represent over 99% of the industry’s carbon footprint, while legal and ethical concerns regarding generative AI and online radicalization have emerged as new operational risks. Geopolitical instability, particularly the war in Ukraine, continues to impact global workforces. Nevertheless, the integration of the Swedish E-sports Association into the Swedish Sports Confederation and the continued dominance of major entities like King, Mojang, and Stillfront Group underscore Sweden’s position as a premier global hub for game development and digital entertainment.

  • The Swedish games industry saw total global revenue reach €8.1 billion in 2022, a 40% increase driven by aggressive international expansion and large-scale acquisitions like Embracer Group’s purchase of Asmodee.
  • Domestic revenue in Sweden rose 13% to €3.1 billion in 2022, supported by a 20% growth in active companies to a total of 939 studios.
  • Swedish-owned game companies now operate nearly 400 studios across 59 countries, with the industry employing nearly twice as many people abroad as it does within Sweden.
  • A chronic shortage of skilled labor remains a critical production bottleneck, forcing the industry to rely heavily on foreign recruitment despite domestic employment growing to over 8,400 positions.
  • Swedish startups face a competitive disadvantage due to a lack of formal domestic venture capital, often forcing them to rely on organic growth or early acquisition.
DataspelsbranschenJan 2023
Page 1
Report34 pages

State of the Game Industry 2023

The global game development landscape in 2023 is characterized by a return to established platforms and a growing skepticism toward speculative technologies. PC remains the primary focus for the majority of developers, while the PlayStation 5 has emerged as the preferred console for both current projects and future interest. Conversely, enthusiasm for blockchain and the metaverse has waned significantly, with a vast majority of studios reporting no interest in the former and nearly half of the workforce doubting the long-term viability of the latter. This shift coincides with a workforce demographic that is increasingly concentrated in smaller indie studios and composed of professionals with a decade or less of experience.

Operational priorities are shifting toward social responsibility and internal structural reform. Diversity, equity, and inclusion initiatives, alongside sustainability and accessibility measures, have become standard considerations for more than half of the industry. However, significant labor tensions persist, evidenced by a majority of developers supporting unionization and widespread concern regarding the impact of large-scale studio acquisitions on the market. While hybrid work models have become the norm, the industry continues to struggle with self-imposed pressure to work extended hours and a reliance on traditional discovery methods, such as word-of-mouth and storefront promotions, over emerging social media platforms.

The industry also faces critical challenges regarding workplace safety and demographic representation. Player harassment remains a pervasive issue, affecting 40% of the workforce and disproportionately impacting community managers and marginalized groups. While most companies have issued statements addressing these incidents, developers are calling for more robust enforcement policies and mental health resources. Demographically, the industry remains largely white and male, though a significant 20% of respondents identify as LGBTQ+. These findings suggest an industry in a state of transition, balancing technological pragmatism with a heightened focus on cultural and structural accountability.

  • The industry is pivoting toward technological pragmatism, with PC as the primary development focus and PlayStation 5 as the preferred console, while interest in blockchain and the metaverse has significantly declined.
  • Workplace culture is under scrutiny as 40% of the workforce reports experiencing player harassment, with community managers and marginalized groups being the most affected.
  • Labor tensions are rising, characterized by majority support for unionization among developers and widespread concern regarding the market impact of large-scale studio acquisitions.
  • Diversity, equity, and inclusion, alongside sustainability and accessibility, have become standard operational considerations for over 50% of the industry.
  • The workforce is increasingly composed of professionals with ten years or less of experience, with 20% of respondents identifying as LGBTQ+ despite the industry remaining predominantly white and male.
+1
Game Developers ConferenceJan 2023
Page 1
Report22 pages

State of Game Development & Design Report 2023

The 2023 State of Game Development & Design Report provides a comprehensive analysis of the current trends, technological preferences, and operational hurdles facing the global gaming industry. Based on an annual survey of creators ranging from indie developers to AAA studios, the findings highlight a significant shift in industry priorities. While funding was previously the primary concern for developers, talent acquisition and retention have emerged as the leading challenge in 2023, cited by 32% of respondents. This labor shortage is compounded by development velocity issues, particularly for AAA studios, where 49% of respondents identify time-related bottlenecks—such as lengthy build times—as their greatest obstacle.

The geographic and sectoral scope of the data reveals a consolidation toward established markets and platforms. Despite previous forecasts suggesting a surge in immersive technology, interest in AR and VR has declined sharply, with only 13% of developers currently working on VR projects compared to 28% the previous year. PC remains the dominant platform, utilized by 90% of developers, while 45% of studios now opt for self-publishing, frequently utilizing Steam for distribution.

Technologically, the industry shows a clear preference for specific toolsets. Unreal Engine remains the most popular game engine at 57%, while Unity saw a significant drop in usage. Perforce Helix Core has solidified its position as the industry standard for version control, used by 73% of respondents. Looking forward, the report identifies generative AI as the most anticipated technological advancement, with creators expecting it to revolutionize the creative process. Simultaneously, there is a growing industry-wide push for improved work-life balance, reduced "crunch" culture, and a shift away from profit-driven monetization models in favor of original gameplay experiences.

  • Talent acquisition and retention has overtaken funding as the industry's primary challenge, cited by 32% of developers as their leading hurdle.
  • Development velocity is a critical issue for AAA studios, with 49% of respondents identifying time-related bottlenecks and lengthy build times as their greatest operational obstacle.
  • Unreal Engine is the industry's leading game engine with 57% usage, while Perforce Helix Core has become the standard for version control, utilized by 73% of developers.
  • Interest in immersive technology has waned, as developer engagement in VR projects dropped from 28% in 2022 to 13% in 2023.
  • PC remains the dominant development platform at 90% usage, with 45% of studios now choosing to self-publish their titles.
+1
PerforceJan 2023
Page 1
Report3 pages

UK Games Jobs Summary: November 2022

The United Kingdom games industry experienced a notable contraction in recruitment activity during November 2022, continuing a downward trend observed throughout the second half of the year. Open vacancies decreased by several hundred positions compared to the previous month, leaving the market with over 500 fewer available roles than in June 2022. This decline aligns with broader global and domestic technology sector layoffs. While major development hubs such as London, Guildford, Leamington Spa, Cambridge, Edinburgh, and Manchester remain the primary centers for recruitment, these locations have seen a significant reduction in active job postings.

The downturn has impacted various industry segments and disciplines unevenly. Mobile studios recorded the highest proportional reduction in open roles, often attributed to the fulfillment or removal of positions following major corporate mergers. Despite the general decline in volume, the market shows resilience in specific areas; two less prominent geographic regions bucked the national trend by increasing their job offerings. Furthermore, while senior and experienced roles remain prevalent, there was a recorded increase in advertised junior positions, suggesting a continued interest in developing entry-level talent despite broader economic headwinds.

Data indicates that Software Engineers, Producers, and Senior Environment Artists are among the most sought-after titles. Programming, Art, and Design remain the dominant hiring categories, though most disciplines have seen a net loss in postings. The age of available jobs suggests a mix of immediate needs and long-term vacancies, with over 600 new jobs added in the month preceding the summary. This analysis is based on a comprehensive database of UK game studios, which expanded by eight new companies during this period, providing a representative snapshot of the hiring landscape across AAA, AA, mobile, indie, and service-based sectors.

  • UK games industry recruitment contracted significantly in November 2022, resulting in over 500 fewer open vacancies compared to June 2022.
  • Mobile studios experienced the highest proportional reduction in job postings, largely driven by the completion or cancellation of roles following corporate mergers.
  • Despite the broader market decline, the industry added over 600 new job postings during the month, and the total number of tracked studios grew by eight companies.
  • While hiring volume dropped across major hubs like London, Guildford, and Manchester, two smaller geographic regions bucked the national trend by increasing their job offerings.
  • Market demand remains concentrated in Programming, Art, and Design, with Software Engineers, Producers, and Senior Environment Artists identified as the most sought-after roles.
+1
Games Jobs LiveNov 2022
Page 1
Report31 pages

State of the Game Industry Report: 2022

The global game development landscape in 2022 reflects a period of significant structural and cultural transition. PC remains the primary development platform, while the PlayStation 5 maintains its position as the leading console choice. Conversely, mobile development has experienced a decade-long decline in developer interest. Emerging hardware like the Steam Deck and PlayStation VR2 continues to capture attention, yet the industry remains deeply skeptical of speculative technologies such as the metaverse, cryptocurrency, and NFTs. These concerns are rooted in anxieties regarding environmental sustainability, ethical business practices, and the long-term viability of blockchain-based models.

Workplace culture and labor dynamics have emerged as central themes, marked by a measurable improvement in work-life balance as 60 percent of developers now maintain a 40-hour work week or less. Despite this progress, the industry struggles with systemic issues, as a majority of studios have failed to adequately address internal reports of misconduct and toxicity. This environment has fueled a growing movement toward collective bargaining, with 55 percent of developers supporting unionization and nearly one-quarter of workplaces engaging in active discussions regarding labor organization.

The industry continues to prioritize accessibility, with a record 39 percent of developers integrating inclusive design features into their projects. However, broader efforts toward diversity and social activism remain inconsistent across various studios. Furthermore, the workforce remains predominantly male and early-career, highlighting a demographic imbalance that persists alongside ongoing tensions between developers and major platform holders. As evidenced by the 34 percent of developers who support Epic Games in its legal conflict with Apple, there is a clear desire for greater autonomy and a shift in the power dynamics that currently govern the digital distribution ecosystem.

  • Labor organization is gaining significant momentum, with 55 percent of developers supporting unionization and nearly 25 percent of workplaces actively discussing collective bargaining.
  • Work-life balance has improved, as 60 percent of developers now report working 40 hours per week or less.
  • Despite progress in working hours, a majority of studios have failed to effectively address internal reports of workplace toxicity and misconduct.
  • Developers are increasingly seeking autonomy from platform holders, evidenced by 34 percent of the industry supporting Epic Games in its legal battle against Apple.
  • Accessibility is a growing priority, with 39 percent of developers incorporating inclusive design features into their projects.
+5
GDCJan 2022
Page 1
Report9 pages

The UK's New Immigration System

The UK’s new immigration system, effective since January 2021, represents a fundamental shift in how the video games industry manages international talent following the end of free movement between the UK and the European Union. The primary purpose of this framework is to transition to a points-based system that prioritizes specific skill levels, salary thresholds, and job offers, while encouraging domestic investment in training and workforce development.

Under the current rules, applicants must secure 70 points to qualify for a Skilled Worker visa, with mandatory requirements including a job offer from an approved sponsor, an appropriate skill level, and English language proficiency. Additional points are available for salary levels, roles in shortage occupations, and relevant academic qualifications, such as PhDs in STEM subjects. Beyond the standard Skilled Worker route, the system incorporates various specialized pathways, including the Global Talent visa for exceptional individuals, the Graduate visa for international students, and specific routes for innovators and intra-company transfers.

Businesses operating within the UK video games sector must navigate the complexities of becoming licensed sponsors to hire international staff, including EU citizens who arrived after December 2020. This process involves administrative oversight, potential immigration skills charges based on company size and contract duration, and adherence to evolving government roadmaps aimed at streamlining sponsorship management. Furthermore, the system introduces new regulations for business travel to the EU, EEA, and Switzerland, where visa-free travel is generally limited to 90 days within a 180-day period for meetings, with more stringent requirements for specific professional services. The government continues to refine these processes, with planned reforms for 2022 and 2023 intended to simplify license management and sponsor applications.

  • Since January 2021, the UK video games industry must operate under a points-based immigration system that requires international hires to secure 70 points based on job offers, skill levels, and English proficiency.
  • UK game studios must become licensed sponsors to hire international staff, including EU citizens who arrived after December 2020, which involves administrative oversight and potential immigration skills charges.
  • Applicants can earn additional points toward the 70-point threshold through higher salary levels, roles in shortage occupations, or relevant academic qualifications like STEM PhDs.
  • Specialized visa pathways exist alongside the Skilled Worker route, including the Global Talent visa for exceptional individuals, the Graduate visa for international students, and routes for innovators and intra-company transfers.
  • Business travel to the EU, EEA, and Switzerland is now restricted to 90 days within any 180-day period for meetings, with stricter requirements applied to specific professional services.
TIGAJan 2022
Page 1
Report65 pages

Slovak Game Industry Report 2022

Dear friends, I am proud to present the brand new Slovak also see the post-IDFA peak making game Game Industry 2022 report by the Slovak Game marketing more challenging than ever. Plus Developers Association. Firstly, allow me to give spiralling inflation and low availability of free some perspective about our small yet thriving capital will ratchet up the difficulty to hell mode industry in the larger context. with perma-death.

  • The Slovak game industry experienced significant growth in 2021, both in terms of developers and revenue, despite global challenges like the COVID-19 pandemic and the post-IDFA period.
  • The top 10% of Slovak game companies generated EUR 69.4 million in turnover in 2021.
  • Foreign employees constitute 7% (79 individuals) of the Slovak game industry workforce, with Czechia (16%), Ukraine (12%), and the USA (9%) being the primary countries of origin.
  • Self-funding is the dominant funding source for Slovak game developers at 80%, followed by public funding at 37% and international publishers at 24%.
  • The Nintendo Switch is the most targeted platform for Slovak game development (30%), closely followed by PC (29%) and PlayStation (27%).
Slovak Game Developers AssociationJan 2022
Page 1
Report81 pages

2022 European Video Games Industry Insight Report

By European Game Developers Federation (EGDF) Supported by Video Games Europe European Video Games Industry Data 5 Number of game developer studios 7 Number of service providers 8 Number of people working in the video games industry 9 Percentage of women working in the industry ...

  • France and Germany have a significant number of game development service providers, with 261 companies reported in 2022, indicating their importance in the industry.
  • Poland had 494 game developer studios in 2022, a notable increase from 412 in 2018, and its industry employed 15,000 people in 2022, up from 9,710 in 2018.
  • Spain's video game industry has shown consistent growth, with 447 developer studios in 2022, an increase from 375 in 2018, and employed 9,621 people in 2022, up from 6,900 in 2018.
  • Italy had 160 game developer studios in 2022, a rise from 90 in 2018, and its industry employed 2,400 people in 2022, up from 1,100 in 2018.
  • Estonia's game development sector in 2020 comprised 37 studios, employed 304 people, and generated 37.2 million euro in turnover.
+2
European Games Developer FederationJan 2022
Page 1
Report69 pages

Dutch Games Monitor 2022

TEXT AND ANALYSIS DESIGN All rights reserved NEO Observatory COVER IMAGE This publication is made possible with Walter Manshanden Horizon Forbidden West the support of Province of Utrecht, by Guerrilla Games Gemeente Utrecht, HKU: University of PROOFREADING AND the Arts Utrecht, Breda University of GENERAL SUPPORT SPECIAL THANKS TO Applied Sciences (BUAS), Hanze Marilla Valente ...

  • The Dutch video game industry generated €420-€440 million in revenue in 2021, growing almost 18% annually between 2018 and 2021. The number of companies with over €1 million in revenue increased from 18% in 2018 to 24% in 2021.
  • The industry employs 4560 people across 630 companies, with approximately 700 graduates annually. Companies with more than 50 employees doubled from 6 to 12 between 2018 and 2021, indicating significant scaling.
  • The Dutch games industry is maturing, with a majority of companies having existed for over 7 years. The largest potential for scaling up is seen in companies with 4 to 12 years of experience.
  • Dutch game developers utilize a multi-platform, multi-distribution, and multi-monetization strategy. While Unity remains the most popular game engine, Unreal Engine's usage grew significantly from 8% in 2018 to 25% in 2021.
  • Growth is expected across various market segments, with the console/PC market (68% agree/strongly agree) and subscription services showing the most positive outlook. Expectations for the VR market are also more positive than three years ago.
+2
Dutch Games AssociationJan 2022
Page 1
Report6 pages

Dutch Games Monitor 2022: Factsheet

The Dutch Games Monitor 2022 provides a comprehensive analysis of the Netherlands' video game industry, covering the period from 2018 to 2021. The primary objective is to evaluate the sector's growth, maturity, and structural evolution. The research methodology incorporates desk research, roundtable discussions, and a survey of approximately 500 companies, yielding nearly 200 responses. The analysis focuses on two distinct domains: entertainment games and applied (serious) games, which serve sectors such as healthcare and education.

The industry demonstrates significant maturation, characterized by a shift from an initial increase in the number of companies to a more recent surge in revenue and employment. By the end of 2021, the sector comprised 630 companies, generating between €420 million and €440 million in annual revenue. This represents an average annual revenue growth of nearly 18%, outpacing global industry averages. Employment also expanded, reaching 4,560 jobs with an annual growth rate exceeding 5%. This job creation is particularly concentrated in larger organizations, with the number of scale-ups employing over 50 people doubling to 12 companies over the three-year period.

Geographically, the Greater Amsterdam region leads in total employment, while Utrecht maintains the highest concentration of applied game developers. Although the number of dedicated game education programs has slightly decreased, the industry is seeing a rise in diversity, with the percentage of women in the workforce reaching 23% by 2021. Furthermore, the sector is increasingly characterized by international expansion, a rise in external investments, and a growing number of mergers and acquisitions, signaling that the Dutch games industry is successfully transitioning into a more mature and globally competitive market.

  • The Dutch games industry generated between €420 million and €440 million in annual revenue by the end of 2021, achieving an average annual growth rate of nearly 18%.
  • Total employment in the sector reached 4,560 jobs by 2021, reflecting an annual growth rate of over 5%.
  • The industry is scaling up, with the number of companies employing more than 50 people doubling to 12 firms between 2018 and 2021.
  • The sector comprised 630 companies by the end of 2021, with the Greater Amsterdam region leading in total employment and Utrecht hosting the highest concentration of applied game developers.
  • Workforce diversity has improved, with women accounting for 23% of the industry's employees by 2021.
+2
Dutch Games AssociationJan 2022
Page 1
Report3 pages

Video Games Development Industry in Romania – 2022 (Summary & Key Insights)

Video Games Development Industry in Romania – 2022 (Summary & Key Insights)

1. Industry at a Glance

| Metric | Figure (2022) | Comments | |--------|---------------|----------| | Total industry value | ≈ €222‑332 million (range reported) | The spread reflects different sources/segments (e.g., studio revenue, B2B services). | | Number of active studios | ≈ 54‑60 (based on “Other cities (54) Bucharest” and the “Top 30” list) | Concentrated mainly in Bucharest, Cluj‑Napoca, Iași, Timișoara, Brașov and a few smaller hubs. | | Market concentration | Top 3 studios account for ~47 % of revenue (EA Romania, Ubisoft Romania, Amber Studio) | Indicates a moderately concentrated market with a few large multinational players and many SMEs. | | Growth trend (2021‑2022) | +15 % – +25 % for several mid‑size studios (e.g., Metagame Studio) | The sector is still expanding despite global macro‑economic headwinds. | | Export orientation | > 70 % of revenue generated from foreign markets (mainly EU, US, and Asia) | Romanian studios are highly export‑oriented, leveraging lower development costs and strong technical talent. |

2. Top 30 Studios (by reported revenue / size)

| Rank | Studio | Location(s) | Reported Revenue / Size | Notable Points | |------|--------|-------------|------------------------|----------------| | 1 | Electronic Arts Romania | Bucharest (HQ), Iași | €106 M (largest single studio) | EA’s “Playtika” and “EA Studios” units are the biggest revenue generators. | | 2 | Ubisoft Romania | Bucharest, Cluj‑Napoca, Iași | 47.7 % of total market share (≈ €100 M) | Strong pipeline of AAA titles and a large outsourcing arm. | | 3 | Amber Studio | Cluj‑Napoca | 38 % of market share (≈ €80 M) | Focus on mobile & mid‑core games; rapid hiring. | | 4 | Gameloft Romania | Turda, Târgu Mureș | €6.8 M (6,800 k) | Mobile‑first, strong presence in EU & LATAM. | | 5 | Green Horse Games | Arad | €? (data missing) | Indie‑focused, growing export sales. | | 6 | Playtika | Iași | €12 M (approx.) | Social

  • The Romanian video game industry generated between €222 million and €332 million in 2022, driven by a highly export-oriented model where over 70% of revenue comes from foreign markets.
  • Market concentration is high, with the top three players—Electronic Arts Romania, Ubisoft Romania, and Amber Studio—accounting for approximately 47% of total industry revenue.
  • Electronic Arts Romania is the largest single entity in the sector, reporting €106 million in revenue, followed by Ubisoft Romania and Amber Studio, which represent significant market shares of 47.7% and 38% respectively.
  • Despite global economic headwinds, the sector maintained a growth trend of 15% to 25% for several mid-size studios during the 2021–2022 period.
  • The industry comprises approximately 54 to 60 active studios, with operations primarily clustered in major hubs including Bucharest, Cluj-Napoca, Iași, Timișoara, and Brașov.
+2
RGDA – Romanian Game Developers AssociationJan 2022
Page 1
Report32 pages

Llibre Blanc de la Indústria Catalana del Videojoc 2022

The 2022 white paper evaluates the state of Catalonia’s video‑game sector, arguing that while the region has become an increasingly attractive hub for development, persistent structural constraints—particularly in talent supply and financing—limit its growth potential. By mapping the ecosystem’s performance against recent trends, the analysis highlights the urgent need for coordinated policy action to sustain the momentum generated by recent investment inflows.

A striking 59 % of Catalan studios report difficulty recruiting qualified personnel, a proportion that, although lower than in 2019‑2020, remains markedly high. Financing emerges as the foremost ongoing obstacle, closely followed by challenges in attracting and retaining skilled staff and the absence of competitive fiscal incentives. Despite these constraints, foreign direct investment surged, with five new projects injecting €39.5 million into the local economy and creating 377 jobs, representing a 32 % year‑on‑year increase in employment opportunities within the sector.

The findings suggest that reinforcing fiscal support mechanisms, expanding specialised training programmes, and fostering stronger links between academia and industry are essential to convert Catalonia’s investment appeal into durable, high‑value growth. Strengthening these levers would not only alleviate the talent bottleneck but also enhance the region’s capacity to attract further capital, positioning Catalonia as a leading European centre for video‑game development in the medium term.

  • Catalonia's video-game sector faces a significant talent bottleneck, with 59% of studios reporting ongoing difficulties in recruiting qualified personnel.
  • Foreign direct investment in the region saw a major surge, with five new projects injecting €39.5 million into the local economy.
  • Employment opportunities within the Catalan video-game industry grew by 32% year-on-year, resulting in 377 new jobs.
  • Financing remains the primary obstacle to industry growth, followed closely by the challenge of retaining skilled staff and a lack of competitive fiscal incentives.
  • To sustain current momentum, the report identifies the expansion of specialized training and stronger academia-industry links as essential requirements for long-term growth.
+2
DEVJan 2022

Publishers

Related Topics