Presentation is loading. Please wait.

Presentation is loading. Please wait.

P ART 7.1: G AME P RODUCTION AND P ROJECT M ANAGEMENT P AGE 226 G ETTING A J OB I N T HE G AME I NDUSTRY W ITH THE CURRENT EXPANSION IN GAME INDUSTRY.

Similar presentations


Presentation on theme: "P ART 7.1: G AME P RODUCTION AND P ROJECT M ANAGEMENT P AGE 226 G ETTING A J OB I N T HE G AME I NDUSTRY W ITH THE CURRENT EXPANSION IN GAME INDUSTRY."— Presentation transcript:

1

2 P ART 7.1: G AME P RODUCTION AND P ROJECT M ANAGEMENT P AGE 226 G ETTING A J OB I N T HE G AME I NDUSTRY W ITH THE CURRENT EXPANSION IN GAME INDUSTRY EMPLOYMENT, HOW DOES SOMEONE ACTUALLY MAKE THE BIG MOVE ? K NOW G AMESK NOW G AMES L OVE G AMESL OVE G AMES T AKE A RT C LASSEST AKE A RT C LASSES L EARN T OOLSL EARN T OOLS N ETWORKN ETWORK M AKE M ODSM AKE M ODS M AKE A D EMOM AKE A D EMO I NTERNI NTERN G ET T EAM E XPERIENCEG ET T EAM E XPERIENCE

3 P ART 7.1: G AME P RODUCTION AND P ROJECT M ANAGEMENT P AGE 227 C ONFERENCES & O RGANIZATIONS O NE WAY TO NETWORK AND TO KEEP INFORMED ABOUT CURRENT TRENDS IS TO JOIN GAME - RELATED ORGANIZATIONS AND ATTEND THEIR CONFERENCES. E LECTRONIC E NTERTAINMENT E XPO T HE LARGEST U.S. GAMING CONVENTION ; PRIMARILY FOR RETAILERS AND PUBLISHERS, BUT DEVELOPER SESSIONS ALSO OCCUR. G AME D EVELOPERS C ONFERENCE T HE LARGEST GAME DEVELOPMENT TRADE SHOW. I NTERNATIONAL G AME D EVELOPERS A SSOCIATION P ROFESSIONAL ORGANIZATION ; PROMOTES THE INDUSTRY VIA INTELLECTUAL PROPERTY RIGHTS, TECHNICAL SPECIAL INTEREST GROUPS, AND TESTING STANDARDS. SIGGRAPH ACM’ S GRAPHICS SIG; ANNUAL CONFERENCE PRESENTS LEADING EDGE GRAPHICS RESEARCH AND DEVELOPMENT.

4 P ART 7.2: G AME I NDUSTRY R OLES AND E CONOMICS P AGE 228 T HE G AME I NDUSTRY T HE THREE LAWS OF THE GAME INDUSTRY “C HANNEL TO M ARKET IS E VERYTHING ” S HELF S PACE I S L IMITED S HELF S PACE I S L IMITED F IRST 60 D AYS A RE C RITICAL F IRST 60 D AYS A RE C RITICAL A DVERTISE IN PRINT, MTV, RETAILER FLYERS, ETC. A DVERTISE IN PRINT, MTV, RETAILER FLYERS, ETC. P ROMISE FULL REFUNDS TO RETAILERS FOR ALL COPIES THAT DON ’ T SELL THROUGH P ROMISE FULL REFUNDS TO RETAILERS FOR ALL COPIES THAT DON ’ T SELL THROUGH “W HOEVER S TANDS B ETWEEN Y OU AND THE C USTOMER C ONTROLS THE U NIVERSE ” G AME P UBLISHERS P AY D EVELOPERS A P ERCENTAGE O F G ROSS S ALES, U SUALLY A BOUT $10 P ER U NIT (F OR PC G AMES, M ORE F OR C ONSOLE G AMES ) G AME P UBLISHERS P AY D EVELOPERS A P ERCENTAGE O F G ROSS S ALES, U SUALLY A BOUT $10 P ER U NIT (F OR PC G AMES, M ORE F OR C ONSOLE G AMES ) E XPECTED U NIT S ALES F OR M OST G AMES : A BOUT 50K (F OR PC, M ORE F OR C ONSOLE ) E XPECTED U NIT S ALES F OR M OST G AMES : A BOUT 50K (F OR PC, M ORE F OR C ONSOLE ) E XPECTED D EVELOPMENT C OSTS : A T L EAST $2M (F OR PC, M ORE F OR C ONSOLE ) E XPECTED D EVELOPMENT C OSTS : A T L EAST $2M (F OR PC, M ORE F OR C ONSOLE ) “S TYLE IS AT L EAST AS I MPORTANT AS S UBSTANCE ” S ERIOUS G AMERS W ANT I MPOSSIBLY U P -T O -D ATE G RAPHICS, I NCREDIBLY F AST A CTION, A ND A N I NFINITE S UPPLY O F E XTRAS (S ECRET L EVELS, B ONUS C HARACTERS, H IDDEN M OVES ) S ERIOUS G AMERS W ANT I MPOSSIBLY U P -T O -D ATE G RAPHICS, I NCREDIBLY F AST A CTION, A ND A N I NFINITE S UPPLY O F E XTRAS (S ECRET L EVELS, B ONUS C HARACTERS, H IDDEN M OVES ) A NYTHING L ESS W ILL N OT S ELL A NYTHING L ESS W ILL N OT S ELL

5 P ART 7.2: G AME I NDUSTRY R OLES AND E CONOMICS P AGE 229 D IGITAL D ISTRIBUTION D OWNLOADING GAMES HAS THE POTENTIAL FOR ELIMINATING MUCH OF THE COST ASSOCIATED WITH TRADITIONAL RETAIL DISTRIBUTION. A S I NTERNET - ENABLED CONSOLES PROLIFERATED IN THE EARLY 2000 S, IT BECAME POSSIBLE TO PROVIDE DOWNLOADABLE CONTENT THAT COULD BE ADDED ONTO FULL RETAIL GAMES, SUCH AS MAPS, IN - GAME CLOTHING, AND GAMEPLAY. E ACH OF THE PRIMARY CONSOLE MANUFACTURERS NOW HAS ITS OWN DIGITAL DISTRIBUTION PLATFORM, FULL RETAIL GAMES AS WELL AS EXCLUSIVE DOWNLOADABLE GAMES. I N 2004, V ALVE RELEASED THE S TEAM PLATFORM FOR W INDOWS PC S ( LATER EXPANDED TO I OS AND L INUX ) TO DISTRIBUTE GAMES DEVELOPED AT V ALVE, AND LATER TO SELL TITLES FROM INDEPENDENT DEVELOPERS AND MAJOR DISTRIBUTORS. B Y 2011, S TEAM HAD APPROXIMATELY 50-70% OF THE MARKET FOR DOWNLOADABLE PC GAMES, WITH OVER 40 MILLION USER ACCOUNTS. D IGITAL DISTRIBUTION IS THE PRIMARY METHOD OF DELIVERING CONTENT ON MOBILE PLATFORMS. L OWER BARRIERS TO ENTRY ENABLE MORE DEVELOPERS TO CREATE AND DISTRIBUTE GAMES ON THESE PLATFORMS, WITH THE MOBILE GAMING INDUSTRY GROWING CONSIDERABLY AS A RESULT.

6 P ART 7.3: T HE P UBLISHER -D EVELOPER R ELATIONSHIP P AGE 230 L ICENSING P ROPERTIES L ICENSING MOVIE AND TELEVISION TITLES AND COORDINATING THESE GAME RELEASES WITH MAJOR EVENTS FOR THE PROPERTY ( FILM RELEASES, NEW TV SEASONS, DVD RELEASES ) HAS PROVEN TO BE AN EFFECTIVE COMBINATION. M OVIE TITLE IS LICENSED ; OTHERWISE, THERE IS NO RELATION TO THE ACTUAL MOVIE M OVIE CREATORS INVOLVED WITH GAME PRODUCTION ; GAMEPLAY SUPPLEMENTS MOVIE STORY AND ACTION M OVIE CREATORS INVOLVED WITH GAME PRODUCTION G AMEPLAY RECREATES MOVIE STORY AND ACTION TV CREATORS INVOLVED WITH GAME PRODUCTION G AMEPLAY MAY FILL GAP BETWEEN SHOW SEASONS

7 P ART 7.4: M ARKETING P AGE 231 C ASUAL V S. C ORE W HAT DISTINGUISHES THE CASUAL GAMER FROM THE CORE GAMER ? C ASUAL G AMERS … C ORE G AMERS … … PLAY A LOT ! … PLAY A LITTLE. … SPEND A LOT ! … SPEND A LITTLE. … TOLERATE FRUSTRATION WELL ! … ARE INTOLERANT OF FRUSTRATION. … PLAY FOR THE EXHILARATION OF DEFEATING THE GAME. … PLAY FOR THE SHEER ENJOYMENT OF THE EXPERIENCE. … VIEW CASUAL GAMERS AS UNDEDICATED WIMPS. … VIEW CORE GAMERS AS NUTTY NERDS. A S THE CORE GAME MARKET BECOMES SATURATED, GAME COMPANIES ARE BEGINNING TO LOOK BEYOND THEIR TRADITIONAL AUDIENCES AND TO TARGET CASUAL GAMERS.

8 P ART 7.4: M ARKETING P AGE 232 P REDICTING THE F UTURE O NE OF THE BIGGEST CHALLENGES IN THE GAME INDUSTRY IS PREDICTING WHAT WILL APPEAL TO NEW AND EXISTING GAMERS. H OW PREDICTABLE WAS THE SUCCESS OF THE N INTENDO DS, WITH GAMEPLAY ( AND PLAYER ATTENTION ) SPLIT BETWEEN TWO SCREENS ? H OW PREDICTABLE WAS THE SUCCESS OF THE N INTENDO W II, WITH RADICALLY DIFFERENT PERIPHERALS LIKE THE W IIMOTE, THE N UNCHUK, THE W HEEL, THE B ALANCE B OARD, AND THE Z APPER ?

9 P ART 7.4: M ARKETING P AGE 233 E MERGING T RENDS I MMERSIVE G AMING VR HEAD - MOUNTED DISPLAYS, LIKE THE O CULUS R IFT, PROVIDE LOW - LATENCY HEAD TRACKING, LARGE FIELD - OF - VIEW, AND STEREOSCOPIC 3D RENDERING. S ECONDARY S CREENS S ECONDARY DEVICES, LIKE THE W II U G AME P AD WITH ITS BUILT - IN TOUCHSCREEN, MAY BE USED TO SUPPLEMENT THE MAIN DISPLAY WITH ADDITIONAL INFORMATION ( INVENTORY, MAPS, ETC.) OR TO TRANSFER PLAY FROM THE MAIN DISPLAY. O PEN S OURCE G AMING F OLLOWING THE LEAD OF THE MOBILE GAMING MARKET, INDEPENDENT DEVELOPERS ARE CREATING AND DISTRIBUTING HOMEMADE GAMES USING INEXPENSIVE PLATFORMS LIKE THE O UYA, WHICH DOESN ’ T REQUIRE THE PURCHASE OF A SEPARATE DEVELOPER ’ S KIT OR DEVELOPER LICENSING FEES.

10 P ART 7.5: I NTELLECTUAL P ROPERTY C ONTENT, L AW, AND P RACTICE P AGE 234 T HE L EGAL P ERSPECTIVE T HE GAME INDUSTRY HASN ’ T BEEN A REAL STICKLER FOR THE LAW … 1978: M ATTEL RELEASES A LICENSED B ATTLESTAR G ALACTICA GAME CALLED S PACE A LERT 1979: M ATTEL DEVELOPS AN UNLICENSED VARIATION, FILLED WITH BG- STYLE SHIPS AND C YLONS, BUT IS FORCED TO REMOVE THE B ATTLESTAR G ALACTICA LOGO AND TO RENAME IT GENERICALLY AS S PACE B ATTLE 1998-1999: H ASBRO I NTERACTIVE PURCHASES THE A TARI LIBRARY (C ENTIPEDE, M ISSILE C OMMAND, A STEROIDS ) AND LICENSES THE N AMCO LIBRARY (P AC -M AN, P OLE P OSITION, G ALAGA ). 2000: H ASBRO I NTERACTIVE SUCCESSFULLY SUES SIX OTHER COMPANIES FOR BLATANTLY COPYING GAMES TO WHICH H ASBRO OWNS THE EXCLUSIVE COPYRIGHT.

11 P ART 7.5: I NTELLECTUAL P ROPERTY C ONTENT, L AW, AND P RACTICE P AGE 235 G AME S OFTWARE P IRACY S ALES IN PC- BASED GAMES HAVE DECLINED, A TREND FREQUENTLY ATTRIBUTED TO SOFTWARE PIRACY. G AME DEVELOPERS INCREASINGLY USE THE PC PLATFORM TO DEVELOP GAME ENGINES AND GAMES BEFORE PORTING EVERYTHING OVER TO CONSOLES.

12 P ART 7.6: C ONTENT R EGULATION P AGE 236 C ONTENT R EGULATION C OURTS HAVE REPEATEDLY RULED THAT COMPUTER AND VIDEO GAMES ARE PROTECTED SPEECH AND THAT RECENT LEGISLATIVE EFFORTS TO BAN OR LIMIT ACCESS TO GAMES VIOLATES THE F IRST A MENDMENT OF THE U.S. C ONSTITUTION. Indiana, March 2001 Judge: “To shield children right up to the age of 18 from exposure to violent descriptions and images would not only be quixotic, but deforming; it would leave them unequipped to cope with the world as we know it.” Missouri, June 2003 Judge: “…the government cannot silence protected speech by wrapping itself in the cloak of parental authority.” Washington, July 2004 Judge: “…there has been no showing that exposure to video games that ‘trivialize violence against law enforcement officers’ is likely to lead to actual violence against such officers.” Illinois, December 2005 Judge: “…if controlling access to allegedly ‘dangerous’ speech is important in promoting the positive psychological development of children, in our society that role is properly accorded to parents and families, not the state.” Michigan, April 2006 Judge: “It would be impossible to separate the functional aspects of a video game from the expressive, inasmuch as they are as closely intertwined and dependent on each other in creating the virtual experience.” Minnesota, July 2006 Judge: “…there is no showing whatsoever that video games, in the absence of other violent media, cause even the slightest injury to children.” Louisiana, November 2006 Judge: “The Court wonders why nobody objected to the enactment of this statute. In this court’s view, the taxpayers deserve more from their elected officials.” Oklahoma, September 2007 Judge: “…the presence of increased viewer control and interactivity does not remove these games from the release of First Amendment protection.” California, February 2009 Judge: “…there remain less restrictive means of forwarding the state’s purported interests, such as the improved ESRB rating system, enhanced educational campaigns, and parental controls.” U.S. Supreme Court, June 2011 Justice: “ ” Justice: “Video games qualify for First Amendment protection. Like protected books, plays, and movies, they communicate ideas through familiar literary devices and features distinctive to the medium. And “the basic principles of freedom of speech... do not vary” with a new and different communication medium.”


Download ppt "P ART 7.1: G AME P RODUCTION AND P ROJECT M ANAGEMENT P AGE 226 G ETTING A J OB I N T HE G AME I NDUSTRY W ITH THE CURRENT EXPANSION IN GAME INDUSTRY."

Similar presentations


Ads by Google