Another glimpse of game development: the layman use the data to tell you the real game practitioners

Data game development layman practitioners

youxishiguangVGTIME· 2017-02-05 13:01:44

lead: my master computer, is considering the game group this summer internship in the company to choose. In order to make a better decision, the online collection of some game developers to report the status of survival analysis. I have written an article to share with you, but I don't think it's finished. After a number of game developers and local exchanges, we found that in fact, whether or how to enter the game industry is still relatively consistent understanding. So I share with you again my harvest, I hope for those who are hesitant to consider my friends can help. See article: "

game development" for a glimpse of the layman did not read my first article friends, the article introduces the source of a data:

International Game Developers Association (IGDA), which translates to "the International Game Developers Association, is a non-profit organization in the United states. It has a project called IGDA Developer Satisfaction Survey. From 2014 onwards, IGDA started once a year "game developer satisfaction survey", which collected a large number of rich game developers about status of statistical data. I found the report in 2014 and 2015 on the Internet, and the report in 2016, according to its official website, will be released in the fall of 2016, but I haven't found it yet.

directly into the text below, this article mainly want to say is: when we discuss the "game", in the end what is discussed?

role of the respondent in the

report function mainly has three aspects: Technology (about 26%), including the programmer programmer, Software Engineer Software Engineer Technical Designer technology planning; planning (about 15%); and the product / Project Manager (12%). The proportion of respondents in other work content was less than 10%.

in the table below a more detailed description of the distribution of the number of respondents in various occupations. Here will be divided into three categories that we are familiar with: Roles (Techanical Technology), Roles (Managerial), and Artistic (Art).

24.5% + 75% = 99.5%... 0.5%

... The mystery of the 28% male respondents engaged in technical work, and the proportion of female respondents in 11%. Considering that the number of male respondents is three times that of female respondents, we can get the ratio of male to female is about 84:11. Have a look with the class CSer in the classroom, "this is the taste, is this formula".

but it is not the end, let us look at the program and most "intimate" art, whether adhering to the collocation of men and women work not tired of repair and traditional. About 30% of women surveyed were involved in fine arts related occupations, compared with about 24% for men. So the conclusion is: 24:10. Looks more harmonious. In addition to

girl proportion, we can also think deeper problems in the game: company as a software engineer, testing, maintenance of servers, database maintenance, UX, UI, is in the "game"?

a piece of paper, a pen, a dream.

game development practitioners can be divided into three types of employment: employed (company employees), self-employed (self employed), and freelance (Freelancer). The first one is well understood. Self employment, refers to their own wage income paid by their own company. You're still an employee, but your boss is yourself. Freelancers, however, do not identify long-term job commitments with any employer.

as a foreign student, the choice of nature is greatly limited. But the three are not mutually exclusive. You can enter the industry as an employee and then find your own partner to become unemployed or self-employed. After graduation or retreat practice, practice ability after joining their favorite companies, or become the legendary mercenaries.

anyway, let's get to know what they're like The following descriptions are based on the results of the Research Report (

). As a company employee,

48% claims to have 1-6 years of work experience. The vast majority of researchers have been working in their own companies for more than a year. 16% of people have been fired in the past two years. In the past five years, 69% of people have had 1-2 employers, and about 25% of them had 3-4 employers. 25% of people want to continue to stay in the current company, and there are about 25% of people intend to leave the current company in the next three years, and about 18% of people intend to change employers in the next 4-6 years.


67% employees are employed in typical game development studios. The three most common are:

independent studio (30%), do not rely on any publisher, but their own release of the game.

second party game development company (22%), a full-time employee in the company for one or more platforms to develop the game, without relying on any

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