2018 INSIGHTS on External Development for the Video Game Industry - advancing external development for the games industry - External Development ...
←
→
Page content transcription
If your browser does not render page correctly, please read the page content below
2018 INSIGHTS on External Development for the Video Game Industry advancing external development for the games industry
2 TABLE OF CONTENTS 04 WHO PARTICIPATED IN THE SURVEY 06 QUICK STATS 07 2018 EXTERNAL DEVELOPMENT INDUSTRY OBSERVATIONS 11 FINDING AND SELECTING PARTNERS/CLIENTS 14 TOP ISSUES IN ENGAGEMENTS 15 EXTERNAL DEVELOPMENT TOOLS AND TECH RESOURCES 16 PROJECT DISCIPLINES AND PLATFORMS 21 SERVICE PROVIDER AVERAGE RATES BY COUNTRY 22 THE FUTURE OF EXTERNAL DEVELOPMENT 26 GLOSSARY OF TERMS
ABOUT 3 What’s Inside? External development refers to the practice of video game developers / publishers (buyers) leveraging service providers (sellers) in any aspect of development including but not limited to art, animation, cinematics, audio, server-side/front-end engineering, porting, game development, UX-UI, motion capture QA, localization, and VFX. This report is intended to provide insights into the changing trends in external development that have occurred in recent years as it becomes an increasingly integral part of game development. The statistics in this report were derived from over 180 submissions from service providers and industry professionals of leading game developers / publishers worldwide. Data was anonymously contributed to provide insights on engagements. The research and data gathered to establish this report was collected by the organizers of the External Development Summit, with contributions from the XDS Advisory Committee. Permission must be requested if you would like to use this information in articles or industry presentations. Who We Are External Development Summit (XDS) is the only annual, international games industry event held in Canada, with a primary focus on external development for Art, Animation, Audio, Engineering, QA and Localization. Each year, a broad community of game developers / publishers, service providers, and middleware providers meet in Vancouver to contribute to the advancement of the video game industry through collaboration, sharing of best practices, networking and the delivery of a high-caliber, educational program. XDS 2018 will take place on September 5-7, 2018 in Vancouver, Canada. SPECIAL THANKS TO: 2017 Jason Harris, Senior Director, Worldwide External Development, EA Andrea Wood, Telfer School of Chris Wren Madelynne Kalyk Kelli Brunton Management Graduate Producer, EA XDS Marketing & Kelli Brunton, Visual Communications Communications 2016 Chair, XDS Advisory Committee Dilber Mann, Senior Project Manager, Capcom Vancouver GUEST AUTHOR CONTENT DIRECTOR CREATIVE DIRECTOR
WHO PARTICIPATED 4 SERVICE PROVIDER OVERVIEW Service Offerings Full SKU Game Service providers participating in the report represent Development* 32% a range of different disciplines. 19% Art Animation 14% Engineering 8% Cinematics/VFX 8% QA 5% UX-UI 5% Audio 5% Localization 4% * Results for Full SKU Game Development were divided equally between Console, Mobile, PC/Online and VR/AR Client Make-up Service providers reported an increase in projects from Multinational Games Developer / Publisher 18% Enterprise (non-games) clients. This may in part be due Small Independent Console Game Developer 15% to industries like automotive and retail increasing their Mobile Game-Focused Developer 14% usage of gaming technologies, particularly for VR/AR applications. This resulted in an overall decrease TV/Media Company 10% in engagements with Multinational Games Developers/ Enterprise Clients 10% publishers year over year. We also observed an increase MMO Game-Focused Developer 9% in engagements with Online Social Game-Focused Developers. Motion Picture Company 9% Online Casino / Gambling 8% Online Social Game-Focused Developer 7% MOBA Developer 0% 64% 53% 85% 83% of service providers of service providers of these service of developer/ surveyed have LESS that participated have providers have been publishers expect to THAN 50 EMPLOYEES only ONE LOCATION in business for MORE work with the same with only 7% having THAN 5 YEARS service providers again more than 250 9% AFTER PROJECT EMPLOYEES operate out of more 44% over 10 years COMPLETION than 5 LOCATIONS 4% less than 2 years EMPLOYEES LOCATIONS TIME IN BUSINESS RETURN CUSTOMERS
WHO PARTICIPATED 5 DEVELOPER / PUBLISHER OVERVIEW Developer / Publishers Platform Focus Console games 38% Mobile games 19% Multi-platform 18% Browser/PC games 16% VR/AR games 4% Social Casino games 3% Facebook games 1% Frequency of Changing Partners Year Over Year 100% are the same • 75% of service providers are the same year over 75% are the same • 5% year for the majority of publishers/developers. 50% are the same • 2% < 50% are the same • 15% 78% 5 15 86% 47% Average team size Average number of Foresee a growth in Developers/publishers managing service service providers a demand for external reported an annual providers developer / publisher development spend of $6-10M or works with annually (7% decrease YoY) greater for external (+1% change YoY) development (10% reported $26M+)
QUICK STATS 6 TOP 3 most important factors 1 when selecting a service provider: QUALITY Quality remains in the top spot YoY 2 RATES SKILL SET 3 Rates moved up into 2nd place YoY Skill Set (formerly Experience) falls into 3rd YoY” ART GAME #1 Reason Companies Engage accounts INDUSTRY Service Providers: for 75% of EVENTS to scale teams all external are the #1 place to deliver more service providers content & development meet new clients features projects
2017EXTERNAL 2018 EXTERNAL DEVELOPMENT DEVELOPMENT INDUSTRY INDUSTRY OBSERVATIONS TRENDS OBSERVATIONS 7 Mergers and Acquisitions Activity is Leading to Consolidation in the Industry M&A activity has been increasing over the past year with visible consolidation in the industry. Only 11% of SERVICE PROVIDERS reported that they are actively looking for acquisition targets (19% decrease YoY). 45% of respondents have been approached for M&A conversations (10% decrease YoY). What services are companies interested in acquiring? 17% 3D Art 17% VFX 15% Animation 11% 2D 11% 9% 5% Cinematics Audio SERVICE PROVIDERS 5% Mobile Game Development Looking for M&A Targets 5% Console Game Development (19% decrease YoY) 5% PC/Online Game Development 5% Engineering 3% AR/VR Game Development 3% Localization 45% of service providers say they are open to being acquired (27% decrease YoY)* *23% of respondents would not disclose LEARN MORE To learn more about the state of M&A, check out the panel discussion “Consolidation of Service Providers”, delivered at XDS 2017.
2018 EXTERNAL DEVELOPMENT INDUSTRY TRENDS OBSERVATIONS 8 Distribution of External Development Projects Service provides reported a more even distribution of the types of companies they work with, compared to 2017 where there was an increase from mobile companies. Multinational Developers / Publishers moved to top spot, with Mobile Developers moving to third. New to the list is Small Independent Console Developers in second place. 1 Multinational Developers / Publishers TOP 3 areas of increase in 2 Small Independent Console Developers the past 12 months 3 Mobile Developers Service providers continue to cite Mobile developers in the top-3 client segment over the past 12 months. The ongoing strength in projects from mobile companies is not surprising given continued growth. According to Super Data’s report, “Trends and Insights on Games and Interactive Media 2017”, the mobile market is continuing to grow with total mobile games revenue estimated at $50.3 billion USD in 2017 (15% increase YoY) and growing to a forecasted $58 billion in 2018 (16% increase YoY).1 1 www.superdataresearch.com/market-data/market-brief-year-in-review
2018 EXTERNAL DEVELOPMENT INDUSTRY TRENDS 9 Service Provider Art Client Portfolio by Segment, 2017 vs. 2018 2018 17% 16% 14% 9% 8% 9% 9% 8% 9% 0% 31% 17% 21% 9% 3% 6% 7% 5% -- 2017 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% n Multinational Games Developer / Publisher n Online Social Game Developer n Enterprise Clients n Small Independent Console Game Developer n Motion Picture Company n MOBA Developer n Mobile Game-Focused Developer n TV/Media Company n MMO Game Developer n Online Casino/Gambling Company Similar to the results under Client Make-up, service providers cited an increase in projects with Enterprise (non-games) clients year over year for art and engineering. There was also a noteworthy decrease in the number of Mobile games clients, possibly due fewer “big bet” mobile titles as games are becoming larger, more complex and requiring bigger budgets. Also, perhaps due to noticeable mobile development studio closures over the past 1-2 years. Service Provider Engineering Client Portfolio by Segment, 2017 vs. 2018 2018 18% 15% 14% 10% 8% 8% 8% 7% 13% 0% 2017 26% 29% 14% 9% 4% 8% 6% 3% - - 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% n Multinational Games Developer / Publisher n Motion Picture Company n Enterprise Clients n Mobile Game-Focused Developer n Online Casino / Gambling n MOBA Developer n Small Independent Console Game Developer n MMO Game-Focused Developer n TV/Media Company n Online Social Game-Focused Developer
2018 EXTERNAL DEVELOPMENT INDUSTRY TRENDS 10 VR/AR Still Not So Hot for External Development Fewer service providers remain optimistic about the impact of VR/AR, and developers / publishers continue to be less convinced this will 1 drive demand for external development. This is further supported by GDC’s recently released report “State of the Games Industry 2018” , wherein developer’s outlook indicates “faith in the long-term sustainability of the VR/AR business is slipping.” 25% SERVICE PROVIDERS see VR/AR as the #1 driver for increased demand in external development (12% decrease YoY) ONLY 9% of DEVELOPERS / PUBLISHERS report that they are currently experimenting with VR/AR AR (5% decrease YoY) ONLY 1% of DEVELOPERS / PUBLISHERS believe VR/AR will drive demand 1 (9% decrease YoY) 1 reg.gdconf.com/GDC-State-of-Game-Industry-2018
FINDING AND SELECTING PARTNERS/CLIENTS 11 How do you meet the majority of your partners? Games industry events continue to be the prevailing method Referrals for service providers to connect with developers / publishers, 28% and vice versa. Most results remain consistent with those of Games last year, but with an 8% increase in developers / publishers industry Buyer meeting service providers by way of “external industry events reaches out 14% referrals”. The least effective method is “cold calls” from service providers. Service Providers 35% Online 13% research 8% Internal 2% company resources Other Internal 32% referrals & company resources “Being focused purely on external Games development, events like XDS provide a industry 39% Developers / events great opportunity for organic networking Publishers and for developing deeper relationships External 21% industry outside of production or traditional referrals business environments.” Dennis Cooper, Director of External External 6% Production, Telltale Games partner 2% Networking out-reach/ sites cold-call SERVICE PROVIDERS: Factors Considered When Accepting a New Client Project The following factors have remained consistent year 1 Potential for future projects over year. “Availability of resources to accommodate the client’s needs” comes in forth spot, showing that service providers make internal resource availability a priority 2 Prestige of project/client before accepting new engagements. 3 Rates the client can pay
FINDING AND SELECTING PARTNERS/CLIENTS 12 DEVELOPERS / PUBLISHERS: Factors Considered When Selecting an External Partner Developers / publishers indicated the most important factors in selecting an external 1 partner are Quality and Rates, with Team Skill QUALITY Sets (formerly Experience) moving down to third place. Proximity to the partner did not appear 2 as a factor this year, which may indicate that RATES tools and practices for remote collaboration are maturing. Security controls appear higher 3 on the list, perhaps in part due to IBM’s report TEAM SKILL SETS “2017 Ponemon Cost of Data Breach Study” ¹ that found “the global average cost of a data breach is $3.62M USD” – highlighting that poor 4 Credibility / Reputation security can be very costly. 5 Previous Clients Projects, Portfolio 6 Language/Communication Skills 7 Security Controls 8 Technology Experience 9 Studio Leadership 10 Size of Company “External partners have leveled-up their studios so holistically in recent years that one of the few defining factors remaining is QUALITY. I define quality as an all-encompassing measurement of not only the execution, but the communication of work to be completed. In the true spirit of fostering an effective bi-directional partnership, BOTH sides need to over-communicate regarding their expectations of quality. This is why quality is of the utmost importance when evaluating a new or existing external partner.” Matt Regnier, Innovator, Apple ¹www.03.ibm.com/security/data-breach/
FINDING AND SELECTING PARTNERS/CLIENTS 13 TOP REASONS Developers / Publishers Engage Service Providers Top reasons developers / publishers indicated WHY they engage with external partners generally remained consistent year over year. The top change in 2018 is “Flexible Skill-set Ramp-up/Ramp-down” moving up one spot into second place, sending Cost Savings to third. This may be in part due to developers / publishers preferring a variable team approach during peak production periods. 25% TO BUILD MORE CONTENT AND FEATURES 22% FLEXIBLE SKILL-SET RAMP-UP/RAMP-DOWN 19% COST SAVINGS 12% ACCESS HARD-TO-FIND SKILLS/CAPABILITIES 10% LACK OF AVAILABLE LOCAL RESOURCES 6% SUPPORT CONTENT NEEDS FOR LIVE SERVICES 4% SPEED DEVELOPMENT THROUGH FOLLOW THE SUN (24X7) MODEL #1 Reason To build more content and features
TOP ISSUES IN ENGAGEMENTS 14 TOP ISSUES Encountered with External Development SERVICE PROVIDERS DEVELOPERS / PUBLISHERS 1 Shifting project schedules and delays 1 Poor quality deliverables 2 Inadequate documentation and direction 2 Iteration issues (volume, speed) 3 Differences between internal and client time estimates 3 Communication challenges 4 Communication challenges 4 Pipeline set-up 5 Legal negotiations drawn out 5 Partners lack capacity There was much change in the list of issues encountered by There was more consistency to the priority of top issues reported service providers as compared to last year. Topping the list, by developers / publishers, however “Poor quality deliverables” and new for 2018, is “Shifting project schedules and delays”. moved to the top of the list from fourth place. “Partners lack Also new to the list is “Legal negotiations drawn out”. capacity” moved from first to fifth spot. INSIGHTS from the Top Floor on Common Issues XDS 2017 hosted a panel of top industry executives sharing On incomplete documentation… their insights on the state of external development (view full video below). Two questions addressed the challenges that “Be proactive if you encounter challenges with your client service providers commonly face. partner. Feedback should be given constructively and include recommend solutions. If you see best practices from other clients, share them in order to improve the partnership.” Rod Fergusson, Studio Head, The Coalition On major project changes… “Some changes can’t be avoided. I encourage internal teams to be as proactive as possible – warn of change and offer a mitigation plan. Do the right thing and be humane about the impact.” Mike Verdu, Senior Vice President, EA Mobile
EXTERNAL DEVELOPMENT TOOLS AND TECH RESOURCES 15 TOP TOOLS Tools commonly used to support external development displayed in order of highest usage. SERVICE PROVIDERS DEVELOPERS / PUBLISHERS Jira Jira Excel Shotgun Project Management Trello Excel Shotgun Hansoft Skype Email Communication Email Skype Slack Dropbox Aspera Faspex FTP FTP File Transfer Aspera Faspex Perforce Google Drive Perforce Shotgun Shotgun Email Email Art Review Trello Basecamp Github Code Review Github Code Collaborator Pipedrive Internal tool External Company Salesforce Database (CRM) Hubspot Unity Unreal Engines Unreal Internal engine Unity Emerging For the third year in a row, Substance was named as the top emerging tool Tools adopted by service providers.
PROJECT DISCIPLINES AND PLATFORMS 16 The number of integrated art projects increased slightly in 2018, rising from 25% of all projects to 28%, while the percentage of conventional art projects with partial tool pipeline dropped from 36% to 33%. The number of co-development projects saw a dramatic increase from 8% to 14%. Full Development and Programming projects were not indicated in this year’s results. TYPES OF ENGAGEMENT 33% 28% 25% Convectional Conventional Art External Integrated Art Development Art External Development 14% Development with partial tool pipeline full pipeline without tool pipeline Co-Development Of all external projects, 85% are for Production, with the remainder equally distributed between R&D, Pre-production and Live Services Updates at 5% each. PROJECTS BY PLATFORM 58% 25% 15% 2% The number of console-based projects remained consistent at 58% YoY (50% Xbox One and PS4, 8% Xbox 360 and PS3). Browser/PC projects moved to the #2 spot seeing a 4% increase, while Mobile experienced a 7% decrease. No change in VR/AR projects at only 2%.
PROJECT DISCIPLINES AND PLATFORMS 17 External Development within Art Disciplines There was no change in the volume of photo-real projects as compared to 2017, however there has been a 6% decrease in the number of stylized projects. Stylized 27% PROJECT TYPES BY ART 3% STYLE Cartoon Photo Real 63% By Project Duration This chart represents average project duration, including all types of projects (art, engineering, co-development, etc.). The 2017 column combines last year’s average duration of art and engineering projects and becomes our baseline for measure moving forward. The most significant changes include a 10% increase in the number of projects lasting 9 to 12 months, and 22% decrease in the volume of projects lasting 12 months or greater. 2017 2018 55% % of project engagements 33% 23% 21% 21% 13% 10% 10% 11% 3% months 12 >12
PROJECT DISCIPLINES AND PLATFORMS 18 ART Disciplines Remaining Internal Similar to 2017, VFX and UI/UX remain high on the list of disciplines remaining internal. There are however niche service providers increasing their capabilities and capacities % of Companies Reporting Disciplines Remain Internal to tackle this type of work. As developers / publishers face Remains Internal increasing challenges to hire locally, we expect to see more VFX 31% VFX and UI/UX work going out of house. UI Icons 22% Cinematics has moved up to 3rd spot to remain internal. It’s possible that year over year, developers / publishers that Cinematics 19% used service providers for cinematic work were not happy 3D Animation 12% with the end results (speaks to QUALITY being the overall #1 issue encountered by developers / publishers). There are 2D Vehicles 9% also a limited number of service providers delivering high-end 2D Weapons 9% cinematic services – a number of whom may be challenged by lack of capacity due to work with non-games clients, like 2D Environments 8% motion picture an TV. 2D Props 8% We also observed a decrease in 2D artwork remaining 2D Animation 7% internal. Mobile developers / publishers may be discovering Concept Art 6% the cost-saving benefits of utilizing external partners for this type of work, in addition allowing them to focus internally on 2D Characters 4% maintaining live services, analytics and building new features. 3D Weapons 3% 3D Characters 2% 3D Environments 0% 3D Props 0% LEARN MORE Learn how Activision’s Alex Stein removed bottlenecks in his presentation on “Outsourcing Beyond Assets - Solving Internal Bottlenecks Externally”, delivered at XDS 2017
PROJECT DISCIPLINES AND PLATFORMS 19 ENGINEERING Disciplines Remaining Internal Although Rapid Prototyping and Engine development stayed in the top 3 disciplines developers / publishers keep internal, % of Companies Reporting Disciplines Remain Internal across the board we observed a significant DECREASE in the percentage of engineering related disciplines remaining Remains Internal internal. Rapid Prototyping generally remains internal as Rapid prototyping 45% developers / publishers prefer core, creative teams to innovate and iterate efficiently, without the added challenge Engine development 44% of external communication. Telemetry 38% Front-end Development witnessed the most noticeable drop Server-Side development 35% as a discipline to remain internal. This may in part be due to this type of work being less complex, and therefore easier Tools development 31% to define as discrete work. As a result, a greater number of Web development 30% service providers are offering capabilities in this area. Full SKU console development 30% As games continue to become larger and more complex, and local talent is harder to find, developers / publishers are Console game modes 26% looking to service providers to support engineering efforts. Full SKU mobile development 26% As a result, engineering disciplines offered by service providers are maturing and becoming more readily available. Front-end development 26% LEARN MORE As an example of a successful relationship between developer / publisher and service provider, check out “Assassin’s Creed Origins: Ubisoft & Sperasoft Co-development Engagement”, delivered at XDS 2017.
PROJECT DISCIPLINES AND PLATFORMS 20 TOP COUNTRIES Offering Different Types of Work ANIMATION ART* CINEMATICS/VFX 1 China 1 China 1 United States 2 United States 2 United States 2 United Kingdom 3 Canada 3 India 3 Canada 4 India 4 Canada 4 China 5 United Kingdom 5 Ukraine 5 India ENGINEERING FULL SKU DEV UX/UI 1 United States 1 United States 1 United States 2 Canada 2 United Kingdom 2 United Kingdom 3 United Kingdom 3 Canada 3 China 4 China 4 Finland 4 Canada 5 Ukraine 5 China 5 India FINLAND & CHINA top emerging markets for game development *Art represents a combination of sub-disciplines including 3D, 2D and concept art
SERVICE PROVIDER AVERAGE RATES BY COUNTRY 21 Service Provider Average Rates By Country Average staff month rates were collected from service providers focusing on Art and Development, with the latter representing console and mobile development primarily. The following shows countries and disciplines that received a critical mass in responses. All rates are represented in USD. ART DEVELOPMENT China $ 4,224 Canada $ 12,210 India $ 4,092 Finland $ 12,551 Malaysia $ 5,170 Spain $ 6,820 Philippines $ 4,290 Ukraine $ 5,324 Russia $ 5,544 United Kingdom $ 9,812 Spain $ 6,490 USA $ 14,355 Ukraine $ 5,742 USA $ 10,076 Vietnam $ 4,312 USA continues to have the highest average staff month rates in Art & Development
THE FUTURE OF EXTERNAL DEVELOPMENT 22 What are the MAIN DRIVERS for an increased demand in external development services over the next 3 to 5 years? Both sides believe there will be increased demand for external development due to player’s expectations for more content. This may in part be due to HD console titles following suit with mobile in delivering more content and playability through live services (I.e. richer/deeper games). This is coupled with the release of more sophisticated hardware capable of greater storage capacities and displaying higher- fidelity graphics – which also drives the need to keep development costs flat. Also note that AR/VR dropped three positions for service providers, and received low priority from developers / publishers. SERVICE PROVIDERS DEVELOPERS / PUBLISHERS DEMAND FOR MORE CONTENT 1 DEMAND FOR MORE CONTENT NEED FOR DEVELOPERS TO DECREASE DEVELOPMENT COSTS 2 NEED TO DECREASE DEVELOPMENT COSTS COMPETITION FOR NICHE SKILLS IN CLIENT MARKETS 3 RICHER/DEEPER GAMES VR/AR 4 COMPETITION FOR NICHE SKILLS 90% of developers/publishers responded that the need for more content is driving demand! (5% increase YoY)
THE FUTURE OF EXTERNAL DEVELOPMENT 23 WHAT DISCIPLINES are service providers optimistic about growth in demand for services over the next 12 to 18 months? MOST OPTIMISTIC ( 10 is highest) ENGINEERING ART ANIMATION AUDIO QA UX-U CINEMATIC/VFX LOCALIZATION 1 10 3D Artwork and Concept Art are two areas predicted to see significant growth. 86% As games get bigger/deeper and with the proliferation of platforms, 86% of developers/ publishers are seeing a growth in demand for service providers at their company (7% increase YoY)
THE FUTURE OF EXTERNAL DEVELOPMENT 24 In what areas have developers / publishers seen In what areas do developers / publishers a growing demand for external services in the expect to see growth/demand in the PAST 12 MONTHS? NEXT 18 MONTHS? 3D CHARACTERS 1 3D CHARACTERS 3D PROPS 2 3D PROPS ALL OTHER 3D ART 3 ALL OTHER 3D ART VFX 4 VFX 3D ANIMATION 5 3D ANIMATION CONCEPT ART 6 CONCEPT ART UX-UI 7 UX-UI ENGINEERING 8 ENGINEERING CINEMATICS 9 CINEMATICS TOOLS DEVELOPMENT 10 FULL SKU OR CO-DEVELOPMENT areas of less growth The bottom three areas where developers / publishers do not expect to see much growth are: VR/AR development, 2D casual art, and 2D animation. only 6% of developers / publishers expect to see a demand in VR/ AR development in the next 18 months (11% decrease YoY)
THE FUTURE THE FUTURE OF EXTERNAL OF EXTERNAL DEVELOPMENT DEVELOPMENT 25 Main concerns about the future of external development SERVICE PROVIDERS DEVELOPERS / PUBLISHERS Greater number of competitors in emerging markets are vying Service providers taking on more enterprise (ie. non-game) for projects at a lower cost, which in turn impacts profitability clients could reduce resource availability for traditional games for established service providers clients, therefore adding risk to their projects Lack of willingness on the part of developers / publishers onsolidation among service providers could potentially cause C to mutually support the training needs of service providers a number of issues: required to ramp-up on proprietary engines as learning • reduce competition among the top companies. curve is extensive • lead to rate increases for the top companies that have been acquired Maintaining reliable and sustainable flow of projects, with developers / publishers that may be playing wait-and-see • o ne bad decision by the parent company could be with the market detrimental to all of the entities that have been acquired • w ork may be sub-contracted to different entities that have or longer term, the prospect of tools and tech that F been acquired automate the asset creation process, or make it simple for non-experts to perform, therefore moving service provider ervice providers moving in to co-development and creating S down the value chain their own IP means they could become future competitors to their current clients Inability to hire local talent can hinder some service providers from accepting new business, therefore potential clients are ack of capacity can mean teams are fighting for the best talent L turned away and bandwidth Some service providers experience an increase in demand olitical and economic instability in some countries can cause P from companies outside of the games industry. Managing issues working with partners these new requests with traditional games clients has become a struggle alented artists leaving credible companies to start their own T art studio, but without knowing how to run and establish a credible business On the importance of effective PLANNING and PRE-PRODUCTION… “Whether it’s scoping decisions, art direction choices, or game design; teams all too often enter production with many critical aspects of the game unproven. Ramping up an external partner without knowing exactly what needs to be built, or how to build it, leads to wasted work and chaotic production. It stresses both the internal and external teams, typically resulting in: inconsistent quality, redundant work, technically inefficient content, and content ‘debt’, that either has to be cleaned up later – or worse, gets propagated over multiple products. Investment in thorough preproduction, and stress testing workflows internally – ahead of external ramp-up – mitigates headaches downstream. It results in higher quality, healthier teams, and ultimately saves money!” Ricki Martin, Worlds Director, Electronic Arts
GLOSSARY OF TERMS 26 The following definitions may be subject to the context in which they were used in this report. Co-Development Industry Professional (buyer) Cooperative engagement where significant An individual under the employment of a parts of development are shared by a client video game developer responsible for and service provider managing, influencing or decision making for external development. Conventional Art External Development (without tool pipeline) Integrated Art Development A service provider builds art content without A developer’s full technical pipeline is used any tools to integrate or export the assets to by the service provider the developer Photo Real Art Conventional Art External Development Art that is intended to simulate aspects of the (with partial tool pipeline) real world, whether organic or inorganic, A service provider builds art content with the as realistically as possible support of tools that allow them to export content, or use a viewer to check their work Service Provider (seller) A third party external partner hired to contribute Developers / Publishers (buyers) to certain or all aspects of game development Companies that develop video games and/or Stylized Art publish games that they own, or publish games on behalf of other developers Design according to a style or stylistic pattern rather than according to nature or tradition External Development The practice of video game developers and publishers (buyers) leveraging third party service providers (sellers) in any aspect of development Full Development A developer requires a full game to be developed by service providers
EXTERNAL DEVELOPMENT SUMMIT For more information about the External Development Summit (XDS), please contact us at: info@xdsummit.com www.xdsummit.com
You can also read