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Comments on presentation “The Success in Interactive Entertainment Industry”



Comments on presentation “The Success in Interactive Entertainment Industry”

jobs: Developers, Designers, CEOs, musicians, voice actors, actors, writers (story-tellers), etc… Можно взять картинки

1. producer

2. publisher

3. Dev Team

4. Designer

5. Artist

6. Programmer

7. Level designer

8. Sound enginer

9. Tester

Publisher[edit]

Main article: Video game publisher

This section requires expansion. (April 2010)

A video game publisher is a company that publishes video games that they have either developed internally or have had developed by an external video game developer. As with book publishers or publishers of DVD movies, video game publishers are responsible for their product's manufacturing and marketing, including market research and all aspects of advertising.

They usually finance the development, sometimes by paying a video game developer (the publisher calls this external development) and sometimes by paying an internal staff of developers called a studio. Consequently, they also typically own the IP of the game.[1] Large video game publishers also distribute the games they publish, while some smaller publishers instead hire distribution companies (or larger video game publishers) to distribute the games they publish.

Other functions usually performed by the publisher include deciding on and paying for any license that the game may utilize; paying for localization; layout, printing, and possibly the writing of the user manual; and the creation of graphic design elements such as the box design.

Large publishers may also attempt to boost efficiency across all internal and external development teams by providing services such as sound design and code packages for commonly needed functionality.

Because the publisher usually finances development, it usually tries to manage development risk with a staff of producers or project managers to monitor the progress of the developer, critique ongoing development, and assist as necessary. Most video games created by an external video game developer are paid for with periodic advances on royalties. These advances are paid when the developer reaches certain stages of development, called milestones.

Independent video game developers create games without a publisher and may choose to digitally distribute their games.

Development team[edit]

Developers can range in size from small groups making casual games to housing hundreds of employees and producing several large titles. [15] Companies divide their subtasks of game's development. Individual job titles may vary; however, roles are the same within the industry.[30] The development team consists of several members.[21]Some members of the team may handle more than one role; similarly more than one task may be handled by the same member.[30] Team size can vary from 20 to 100 or more members, depending on the game's scope. The most represented are artists, followed by programmers, then designers, and finally, audio specialists, with two to three producers in management. These positions are employed full-time. Other positions, such as testers, may be employed only part-time.[83] Salaries for these positions vary depending on both the experience and the location of the employee. An entry-level programmer can make, on average, around $70,000 annually and an experienced programmer can make, on average, around $125,000 annually.[84]

A development team includes these roles or disciplines:[30]

Designer [edit]

Further information: Video game design

A game designer is a person who designs gameplay, conceiving and designing the rules and structure of agame.[85][86][87] Development teams usually have a lead designer who coordinates the work of other designers. They are the main visionary of the game.[88] One of the roles of a designer is being a writer, often employed part-time to conceive game's narrative, dialogue, commentary, cutscene narrative, journals, video game packagingcontent, hint system, etc.[89][90][91] In larger projects, there are often separate designers for various parts of the game, such as, game mechanics, user interface, characters, dialogue, etc.

Artist [edit]

Further information: Game art design



A game artist is a visual artist who creates video game art.[92][93] The art production is usually overseen by an art director or art lead, making sure their vision is followed. The art director manages the art team, scheduling and coordinating within the development team.[92]

The artist's job may be 2D oriented or 3D oriented. 2D artists may produce concept art,[94][95] sprites,[96]textures,[97][98] environmental backdrops or terrain images,[94][98] and user interface.[96] 3D artists may produce models or meshes,[99][100] animation,[99] 3D environment,[101] and cinematics.[101] Artists sometimes occupy both roles.

Programmer [edit]

Main article: Game programmer

A game programmer is a software engineer who primarily develops video games or related software (such asgame development tools). The game's codebase development is handled by programmers.[102][103] There are usually one to several lead programmers,[104] who implement the game's starting codebase and overview future development and programmer allocation on individual modules.

Individual programming disciplines roles include:[102]

· Physics – the programming of the game engine, including simulating physics, collision, object movement, etc.;

· AI – producing computer agents using game AI techniques, such as scripting, planning, rule-based decisions, etc.

· Graphics – the managing of graphical content utilization and memory considerations; the production of graphics engine, integration of models, textures to work along the physics engine.

· Sound – integration of music, speech, effect sounds into the proper locations and times.

· Gameplay – implementation of various games rules and features (sometimes called a generalist);

· Scripting – development and maintenance of high-level command system for various in-game tasks, such as AI, level editor triggers, etc.

· UI – production of user interface elements, like option menus, HUDs, help and feedback systems, etc.

· Input processing – processing and compatibility correlation of various input devices, such as keyboard, mouse, gamepad, etc.

· Network communications – the managing of data inputs and outputs for local and internet gameplay.

· Game tools – the production of tools to accompany the development of the game, especially for designers and scripters.

Level designer [edit]

Further information: Level design

A level designer is a person who creates levels, challenges or missions for computer and/or video games using a specific set of programs.[105][106] These programs may be commonly available commercial 3D or 2D design programs, or specially designed and tailored level editors made for a specific game.

Level designers work with both incomplete and complete versions of the game. Game programmers usually produce level editors and design tools for the designers to use. This eliminates the need for designers to access or modify game code. Level editors may involve custom high-level scripting languages for interactive environments or AIs. As opposed to the level editing tools sometimes available to the community, level designers often work with placeholders and prototypes aiming for consistency and clear layout before required artwork is completed.

Sound engineer [edit]

Sound engineers are technical professionals responsible for sound effects and sound positioning. They sometimes oversee voice acting and other sound asset creation.[107][108] Composers who create a game's musical score also comprise a game's sound team, though often this work is outsourced.

Tester [edit]

Further information: Game testing

The quality assurance is carried out by game testers. A game tester analyzes video games to document software defects as part of a quality control. Testing is a highly technical field requiring computing expertise, and analytic competence.[98][109]

The testers ensure that the game falls within the proposed design: it both works and is entertaining.[110]This involves testing of all features, compatibility, localization, etc. Although, necessary throughout the whole development process, testing is expensive and is often actively utilized only towards the completion of the project.

 

Using of Latest innovations. Such as: Powerful computer system(Gaming Consoles), cloud systems, 3D technologies (For 3D TVs), motion sensors (Kinect), touch sensors (iOS, Android, Windows Phone) картинки

Marketing - With What Audience are you working with?

(What world you create(setting of world EX: steam-punk, fantasy, sci-fi)? What is the plot of the game?- major factor which indicates the game-play (Macro World for strategies or Micro world for adventure games))

· What budget do you have? Is’t going to be AAA or Indie title?

· PR – media, press, social networks etc…

· Market reserch

Selling- How would you sell you product? Physical Media, Digital distribution

History1970

· 1st console – Megnavox odyssey

· An arcade game (or coin-op) is a coin-operated entertainment machine, usually installed in public businesses, such as restaurants, bars, and particularly amusement arcades. Most arcade games are video games, pinball machines, electro-mechanical games, redemption games, and merchandisers(such as claw cranes).

The golden age of arcade video games lasted from the late 1970s to the mid-1990s.’=

History1980

The early 1980s saw the golden age of video arcade games reach its zenith. The total sales of arcade video game machines in North America increased significantly during this period, from $50 million in 1978 to $900 million by 1981,[14] with the arcade video game industry's revenue in North America tripling to $2.8 billion in 1980.[15] By 1981, the arcade video game industry was generating an annual revenue of $5 billion in North America,[6][16] equivalent to $12.3 billion in 2011.[11] In 1982, the arcade video game industry reached its peak, generating $8 billion in quarters,[17] equivalent to over $18.5 billion in 2011,[11] surpassing the annual gross revenue of both pop music ($4 billion) and Hollywood films ($3 billion) combined at that time.[17] This was also nearly twice as much revenue as the $3.8 billion generated by the home video game industry that same year; both the arcade and home markets combined add up to a total revenue of $11.8 billion for the video game industry in 1982,[17] equivalent to over $27.3 billion in 2011.[11] The arcade video game industry would continue to generate an annual revenue of $5 billion in quarters through to 1985.[18] The most successful game of this era was Namco's Pac-Man, released in 1980, which would go on to sell over 350,000 cabinets,[19] and within a year, generate a revenue of more than $1 billion in quarters;[20] in total, Pac-Man is estimated to have grossed over 10 billion quarters ($2.5 billion) during the 20th century,[20][21] equivalent to over $3.4 billion in 2011.[11]

History 1990

2 Generation of Consoles.

DVD, BlueRay

Exclusive games for game consoles

 

· The emergence of the internet, which in the latter part of the decade enabled online co-operative play andcompetitive gaming

  • The widespread adoption of CD-based storage and software distribution
  • Advancement in 3D graphics technology, as 3D graphic cards became widely adopted, with 3D graphics now the de facto standard for video game visual presentation
  • Miniaturisation of hardware, and mobile phones, which enabled mobile gaming

The video game industry generated worldwide sales of $19.8 billion in 1993 and an estimated $30 billion in 1998 In the United States alone, in 1994, arcades were generating $7 billion [28] in quarters while home console game sales were generating revenues of $6 billion Combined, this was nearly two and a half times the $5 billion revenue generated by movies in the United States at the time.[28]

History2000

A tremendous variety of user UI. That makes game devs to adopt their product to different UI in some cases. Mostly game devs chose the platform on which they want to focus.

Early on, development costs were minimal, and video games could be quite profitable. Games developed by a single programmer, or by a small team of programmers and artists, could sell hundreds of thousands of copies each. Many of these games only took a few months to create, so developers could release multiple titles per year

But today computing and graphics power increased, so too did the size of development teams, as larger staffs were needed to address the ever increasing technical and design complexities. The larger teams consist of programmers, artists, game designers, and producers. Their salaries can range anywhere from $50,000 to $120,000 generating large labor costs for firms producing videogames[31] which can often take between one to three years to develop. Now budgets typically reach millions of dollars

Today, the video game industry has a major impact on the economy through the sales of major systems and games

 


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