Skip to main content

PC reports and market data

1,982 documents·82 writers·3,153 charts and tables

Documents

Cover of The Design & Business Behind The Original Fantastic Contraption
47 min
Game Developers Conference47 min

The Design & Business Behind The Original Fantastic Contraption

The development of Fantastic Contraption demonstrates that independent game success stems from prioritizing intuitive physics over strict realism and fostering community-driven engagement.

  • Fantastic Contraption generated approximately $200,000 in revenue within its first three months by utilizing a viral, community-integrated model that allowed players to share unique URLs of their designs.
  • The game’s growth was driven by a free-to-play model offering twenty levels at no cost, though the developer noted this strategy may have hindered long-term monetization potential.
  • Objective, silent user testing is the most reliable method for calibrating puzzle difficulty and identifying gaps in the learning curve to prevent early player abandonment.
Game Developers ConferenceFeb 2017
Cover of Intro to UX Design - User Experience and You - Extra Credits
9 min
Extra Credits9 min

Intro to UX Design - User Experience and You - Extra Credits

User experience (UX) design has emerged as a critical discipline in game development, serving as the bridge between complex game systems and the player.

  • UX design acts as the essential bridge between complex game mechanics and the player, ensuring systems are presented, taught, and interacted with effectively.
  • UX designers function as the player's primary advocate, collaborating across disciplines to simplify overly complex mechanics and ensure accessibility.
  • Effective UX design is often invisible to the player, seamlessly facilitating gameplay through intuitive interfaces and flow management.
Extra CreditsFeb 2017
Cover of Frostbite: Implementing a Scripting Solution for Your Editor
68 min
Game Developers Conference68 min

Frostbite: Implementing a Scripting Solution for Your Editor

The Frostbite engine addresses the complexities of large-scale game production by implementing a custom scripting solution built on IronPython and .NET.

  • Frostbite implemented a custom scripting framework using IronPython and .NET to automate repetitive tasks and optimize asset management for large-scale titles like Need for Speed: The Run and Dragon Age: Inquisition.
  • The architecture utilizes a REPL-based interface that exposes engine editor functionality, such as asset selection and property manipulation, directly to technical artists and designers.
  • By using a thin wrapper around .NET assemblies, the system enables the execution of complex batch operations across thousands of assets, significantly reducing iteration times.
Game Developers ConferenceJan 2017
Cover of Multithreading the Entire Destiny Engine
60 min
Game Developers Conference60 min

Multithreading the Entire Destiny Engine

The Destiny engine architecture achieves high-performance, cross-platform scalability by transitioning from traditional synchronization primitives to a sophisticated, job-based multithreading model.

  • The Destiny engine utilizes a fiber-based, job-driven architecture to replace traditional synchronization primitives, enabling high-performance scalability across diverse hardware generations including PS3 and Xbox 360.
  • Workloads are organized into discrete job sequences with explicit dependency management to prioritize simulation tasks and minimize latency.
  • System integrity is maintained through a strict execution environment that uses resource handles, producer-consumer models, and whitelisting to prevent data races and unsafe memory access.
Game Developers ConferenceJan 2017
Cover of The Triple Postmortem - Black Ice, 6180 The Moon, The More You Know (About the Devil)
56 min
Game Developers Conference56 min

The Triple Postmortem - Black Ice, 6180 The Moon, The More You Know (About the Devil)

Independent game development thrives when creators prioritize financial stability and disciplined scoping over the pursuit of industry trends.

  • Maintain a day job while developing indie games to ensure financial stability and reduce pressure during the long development cycle.
  • Actively identify and reach out to your specific target audience at conventions or online communities, as players will not naturally discover niche titles on their own.
  • Establish professional standards and clear expectations with contractors, including firm deadlines, to avoid losing assets or stalling development for years.
Game Developers ConferenceJan 2017
Cover of Classic Game Postmortem - Populous
61 min
Game Developers Conference61 min

Classic Game Postmortem - Populous

The development of Populous represents a pivotal moment in the history of the god game genre, emerging from the unlikely intersection of failed business ventures and technical necessity.

  • Populous achieved massive commercial success upon release, accounting for one-third of Electronic Arts' total annual revenue.
  • The god game genre was born from a technical pivot when the developers abandoned complex character AI in favor of a mouse-driven terrain manipulation system.
  • Despite the game's high sales, the studio faced severe financial instability due to unfavorable royalty structures, illustrating the risks of independent development in the late 1980s.
Game Developers ConferenceJan 2017
Cover of How to Make and Self-Publish a Game in 12 Months
30 min
Game Developers Conference30 min

How to Make and Self-Publish a Game in 12 Months

Achieving a successful game launch within a twelve-month window requires a disciplined approach to project management, characterized by rigorous scheduling and the willingness to excise non-essential features to preserve core development timelines.

  • Achieve a 12-month development cycle by strictly prioritizing core features and cutting non-essential elements to maintain the project schedule.
  • Mitigate technical and financial risks by utilizing familiar technology stacks and vetting contractors exclusively through established professional networks.
  • Maintain high-quality art production with limited internal resources by outsourcing tasks to trusted former colleagues.
Game Developers ConferenceJan 2017
Cover of I Predict a Riot: Making and Breaking Rules and Norms in League of Legends
Whitepaper11 pages

I Predict a Riot: Making and Breaking Rules and Norms in League of Legends

Donaldson's study examines how League of Legends players judge deviant in-game behaviour when community-established strategic norms, known as the "meta," collide with developer-written conduct rules.

  • Riot Games' vague and sometimes contradictory conduct rules left League of Legends players without a shared understanding of what counts as reportable "greed play," so players themselves must interpret deviance, and enforcement based on these unclear standards shapes how the community defines legitimate play.
  • The pivotal case involved player AdellaideSkyhart, who used Singed in the Support role to roam and disrupt enemies; threatened with a permanent ban in November 2016, the player was ultimately banned in 2017, becoming a focal point for a community divided between strategic innovation and a predictable, enjoyable match.
  • A similar punitive case in February 2017 suggests the tension between developer rulings and player expectations remains unresolved.
DiGRAJan 2017
Cover of That Dragon, Cancer: Contemplating Life and Death in a Medium That Has Frequently Trivialized Both
Whitepaper10 pages

That Dragon, Cancer: Contemplating Life and Death in a Medium That Has Frequently Trivialized Both

Gareth Schott's analysis examines how video games have typically handled death, most often as a punitive game mechanic such as the screen-death "game over," which arguably trivializes the irreversibility of mortality and bereavement.

  • Games have typically treated death as a punitive mechanic, such as the screen-death 'game over,' which arguably trivializes the irreversibility of mortality and bereavement.
  • Schott argues that games can engage death seriously by grounding it in lived experience rather than presenting it as a consequence of player failure.
  • That Dragon, Cancer (2016), an autobiographical game of roughly two hours about the Green family's loss of their five-year-old son Joel to cancer, conveys grief and medical helplessness through abstraction, shifting player perspectives, and the absence of a win state.
DiGRAJan 2017
Cover of Digitising Diplomacy: Grand Strategy Video Games as an Introductory Tool for Learning Diplomacy and International Relations
Whitepaper18 pages

Digitising Diplomacy: Grand Strategy Video Games as an Introductory Tool for Learning Diplomacy and International Relations

Rhett Loban's paper argues that grand strategy video games, particularly titles such as Europa Universalis IV, Stellaris, and Hearts of Iron IV, can serve as accessible introductory tools for teaching diplomacy and International Relations (IR).

  • Only about 27 percent of IR educators report using digital games in teaching, compared with 56 percent who use non-digital resources, revealing a notable gap in higher education.
  • Rhett Loban argues that grand strategy games such as Europa Universalis IV, Stellaris, and Hearts of Iron IV can serve as accessible introductory tools for teaching diplomacy and International Relations.
  • These games model IR concepts both explicitly, through diplomatic action interfaces, opinion modifiers, and war declarations, and in more complex ways, through balance-of-power coalitions, alliance systems, and democratic peace dynamics reflected in AI behaviour.
DiGRAJan 2017
Cover of 2017 Global Games Market Report
Report21 pages

2017 Global Games Market Report

The 2017 Global Games Market Report analyzes the state of the interactive entertainment industry, identifying a pivotal shift toward a "games-as-a-service" model.

  • The global games market reached $108.9 billion in 2017, driven by a fundamental industry shift toward a 'games-as-a-service' business model.
  • Mobile gaming is the industry's dominant segment, generating 42% of total market revenue with 2.1 billion players and a projected 50% market share by 2020.
  • The Asia-Pacific region is the largest global market, accounting for $51.2 billion in revenue, nearly half of the global total, followed by North America at $27 billion.
NewzooJan 2017
Cover of The Implementation of Rewind in Braid
27 min
Game Developers Conference27 min

The Implementation of Rewind in Braid

The implementation of the rewind mechanic in the platformer Braid centers on a robust, state-based recording system designed to ensure gameplay consistency and prevent player exploits.

  • The rewind system achieves consistency by recording the full state of the game world every frame, utilizing a combination of base frames every 120 frames and differential data for intervening frames.
  • Memory management is optimized through a custom heap-based allocation strategy that groups data into 24-second buckets, allowing for the deallocation of entire segments to prevent fragmentation.
  • The system supports 30 to 60 minutes of rewind history by excluding constant objects like collision geometry and cosmetic layouts from the recording process.
Game Developers ConferenceDec 2016

Writers

Related topics