Game Development
Documents
Libro Blanco del Desarrollo Español de Videojuegos 2019
DESARROLLO ESPAÑOL<sub>DE</sub> PROMOVIDO POR: CON EL APOYO DE: CON LA COLABORACIÓN DE: FONDO EUROPEO DE DESARROLLO REGIONAL eGoGames mCR codice software GGCoM UNA MANERA DE HACER EUROPA INTRODUCCIÓN .......................................................................................................................................
- The Spanish video game industry is young, with 80% of companies less than 10 years old, and 61% of companies generating less than 200,000 euros annually. Only 3% of companies exceed 10 million euros per year, but they contribute 67% of the total annual revenue.
- In 2019, Spain's video game industry recovered from a growth stagnation in 2017-2018, now boasting over 520 established companies and 250 projects in development. However, a hundred inactive companies introduce uncertainty about future growth.
- Catalonia leads in the number of video game studios (28%), followed by Madrid (24.7%), and Andalusia (16%), which surpassed Valencia (12.2%) in 2019.
- 42% of Spanish video game companies had not published any games in 2018, and 31% had published only one, often due to long development cycles and a focus on self-financed, single-IP projects.
- Public aid for Spanish video game studios in 2018 primarily came from autonomous communities (47%), with 10% from the Ministry of Culture and Sport's Innovation in Cultural Industries program.
Die Wirtschaftliche Bedeutung Der Österreichischen Spieleentwicklungsbranche 2019
Die wirtschaftliche Bedeutung der österreichischen Spieleentwicklungsbranche Unternehmensberatung Buchhaltung·IT Die wirtschaftliche Bedeutung der österreichischen Spieleentwicklungsbranche Erstellt in Kooperation mit: Gefördert von: Die wirtschaftliche Bedeutung der österreichischen Spieleentwicklungsbranche Die Studie wurde im Auftrag des Fachverbandes Unternehmensbe- ratung, Buchhaltung und Informationstechnologie (UBIT) verfasst.
- The Austrian game development industry generated 24.1 million euros in revenue in 2017, with projections to reach 26.4 million euros by 2021. For every 1 euro of revenue generated by an Austrian game development company, an additional 1.11 euros of revenue is generated nationwide.
- Four out of ten Austrian game developers (37.5%) use Augmented Reality (AR), 34.4% use Virtual Reality (VR), and 28.1% use both technologies in their games. Austrian developers use VR more than their German counterparts, where 24% use AR and/or VR.
- Personnel costs account for seven out of ten euros (70%) of total costs for an average Austrian game development company, similar to the 68% found in a comparable study by Hamburg Media School.
- The majority of Austrian game developers (70%) expect their revenue to improve over the next three years, with 57.1% anticipating a strong increase of over 10%.
- The Austrian game development sector has a highly educated workforce; 97.5% of employees have at least a higher education degree, which is three times higher than the general Austrian population aged 25-64 (31.5%).
Arbeiten in der Games-Branche: Kreativität trifft Technologie
14 und kreative Köpfe, 14 folgende Frage höre und lese ich immer wieder: „Wie werde ich Spiele-Entwickler/in und was muss ich dafür mitbringen?“ Das ist auf die Schnelle gar nicht so leicht zu beantworten. Das Arbeiten in der Games-Branche ist unglaublich vielfältig und genauso zahl- reich sind auch die Wege, die dahinführen.
- The German games market is experiencing significant growth, with revenue increasing by 15% in 2017 compared to the previous year, and projections showing continued growth from 3689 million Euros in 2016 to an estimated 5295 million Euros in 2021.
- Digital sales and microtransactions are booming in the German games market, driven by mobile games and the free-to-play model, while sales of physical media are stagnating or declining.
- The average German gamer is 36.1 years old, with the largest player group being over 50, and women constitute 47% of players, indicating a broad and diverse audience for games.
- Game development is a highly interdisciplinary and collaborative process, typically involving teams of dozens or even hundreds of specialists (e.g., programmers, graphic designers, game designers, sound designers) working together, rather than individual creators.
- Key roles in game development include Game Designers (who conceive game ideas and systems), Programmers (who develop core systems), Graphic/Animation Artists (who create game worlds), Audio Designers (who create soundscapes), and Producers (who manage project completion, budget, and quality).
Baromètre Annuel du Jeu Vidéo en France 2017
SYNDICAT NATIONAL DU JEUVIDEO DIGIWORLD X Une vidéo Pictanovo! a production, types d'aide : dedieau jeu ide paprojet, dgdi poes ades ! a egion Hauts-de 20.00€ rprojet. A4 frane lanait te f onds regional COUV Comit de lecture 16/02/18 2E DE May fone.con 1 503/18 Comnite de lecture21/09/18 B A R O M È T R E A N N U E L D U J E U V I D É O E N F R A N C E 08<sup>LE </...
- The global video game market is projected to grow from €60 billion in 2017 to nearly €80 billion by the end of 2021, with mobile gaming being the largest segment at €22.5 billion in 2017.
- The 'premium' economic model (paid-at-purchase with no additional content) has become dominant in 2017, adopted by 63.9% of studios, surpassing the free-to-play model which saw a significant 26.8-point decline.
- French video game companies are predominantly small, with an average of 29.5 full-time equivalent (FTE) employees in 2017, an increase of 3.2 FTE since 2016, though half of companies have 6 FTE or fewer.
- CDI (permanent contracts) remain the majority (60%) in the sector in 2017, increasing by 3.8 points from 2016, while the use of fixed-term contracts (CDD) also rose by 1.2 points.
- Developer studios are increasingly self-publishing, with 63% engaged in direct commercialization, though reliance on traditional publishers for expertise and resources remains necessary.
Guide RGPD pour les Développeurs de Jeux Vidéo
Le Règlement général pour la protection des données (RGPD) constitue le texte de référence en matière de protection des données personnelles au sein de l’Union Européenne. Les principaux objectifs du RGPD sont d'accroître à la fois la protection des personnes concernées par un traitement de leurs données à caractère personnel et la responsabilisation des acteurs de ce traitement.
- The GDPR significantly increases potential penalties for non-compliance, with fines up to 20 Million Euros or 4% of annual global turnover, a substantial increase from the previous 3 Million Euros maximum under the 1978 French law.
- Data Protection Officers (DPOs) are not held responsible for GDPR non-compliance; the data controller or processor bears this responsibility. DPOs cannot be penalized for performing their duties due to their independence, though they can be dismissed for reasons unrelated to their DPO role.
- Consent under GDPR must be a free, specific, informed, and unambiguous indication of the data subject's wishes, given by a statement or clear affirmative action, and the data controller must be able to prove valid consent.
- Processing 'sensitive data' (special categories of personal data) is generally prohibited unless specific exceptions apply, such as explicit consent from the data subject for defined purposes.
- Data controllers must facilitate the exercise of data subjects' rights (access, rectification, erasure, etc.), responding within one month (or two for complex cases) and providing reasons if a request is denied, with these services generally being free unless requests are unfounded or repetitive.
TIGA Genre Report 2016
Breakdown of platform releases Examples from different genres TIGA represents developers, digital publishers, service companies and education providers and is the trade association for the video games industry. Our core purpose is to strengthen the games development and digital publishing sector. We achieve this by campaigning for the industry in the corridors of power, championing the industry in the media and helping our members commercially.
- Action/Adventure is the most common game genre, with over 45 releases, followed by Arcade and Puzzle/Trivia, each with over 30 releases.
- Mobile platforms (iOS, Android, Windows Phone) show a higher number of releases in Casual, Puzzle/Trivia, and Action/Adventure genres compared to other genres.
- Desktop platforms (PC, Mac, Linux) have a significantly higher number of releases in Action/Adventure and RPG genres, with over 70 and 60 releases respectively.
- The UK has a strong history of developing Action/Adventure games, with many notable titles originating from the country, though other countries also excel in this genre.
- UK developers have a good track record in sports games, producing titles like 'Match Day' and 'Daley Thomson’s Decathlon', and are exploring new casual sports experiences.
How to Enable Digital Growth in Europe
HOW TO Game developer studios in Europe 4 What EGDF does 5 ENABLE Number of people working in game development 7 Turnover of the national game development ecosystems 9 DIGITAL The shorter the value chain, the more growth in Europe 10 Games are the driving force of the digital revolution 11 Content drives innovation 12 GROWTH Creative E...
- Network neutrality is crucial for the European games sector, as easing it risks dividing Europe, allowing network providers to slow access to competing virtual services, and strengthening dominant media companies over independent developers.
- Video games are a driving force in the digital revolution, creating a new interactive language that transcends cultures and influences other forms of cultural expression like films, books, and music.
- European game developers are frequently targeted by patent trolls, with legal battles in the US potentially costing hundreds of thousands to millions of Euros and fully occupying developers.
- The current copyright framework is problematic; a clear general exception for cultural heritage is needed, and the limitations on liability for internet service providers as intermediaries are highly necessary.
- Public support for game development should prioritize direct grants and well-working soft-loan schemes for SMEs, as these are more effective than loans or loan guarantees for risky, innovative businesses.