Perforce+2023年游戏开发与设计现状-英_市场营销策划_重点报告202301202_doc.docx

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1、PERFORCE2023STATEOFGAMEDEVELOPMENTtDESIGNREPORTIntroductionWelcometoTheStateofGameDevelopment&DesignReportOurannualsurveygathersinsightsfromgamecreatorsaroundtheworld,fromindieteamstoAAAs.Thegamingandtechnologyindustriesarealwaysquicktoevolve,andforthepastthreeyears,ourStateofGameDevelopment&Designs

2、urveyhasservedasabarometerforwherethingsareheaded.Byparticipatinginsurveyslikethis,gamecreatorsprovideotherindustryleaderswithinsightsontheleadingchallengesandtrendsthatareemergingandhowteamsandprojectsareshihing.Withourannualsurvey,weseekperspectivesfrompeopleworkingacrossallstagesofthegamedevelopm

3、entprocess,fromdesigners,programmanagers,anddirectors,toengineersandproducers.Wegatherinputthatspansallexperiencelevels,fromnewcomerstoindustryvets.WiththisbeingthethirdyearofourannualStateofGameDevelopment&Designreport,wewantedtoseehowforecastsandadoptionratesforplatforms,IDEs,andotheressentialtool

4、shaveshihedovertheyears.Wealsowantedtoexplorewhatcausesgamecreatorsstressandcreatesbottlenecks,aswellaswhathelpstheminnovate,iterate,andinspire.Thisyear,sreportispackedwithdatapointsaboutthehigh-leveldirectionoftheindustry-howteamsarebeingconstructedandwheretheyareinvestingtheirtime-aswellasthetechn

5、ology-leveldecisionstheyaremakingtocontinuetodevelopgreatgames.Wethinkyou,Ufindthisreportahelpfulresourceforstrategicdecisionsyouarecurrentlyconsidering,aswellasaguidetohowyourownstudioorteamcancontinuetoevolve.MyteamandI,hereatPerforce,sincerelythankeveryonewhoparticipated.I,mlookingforwardtoseeing

6、howweallgrowtogetherfromhere.OBradHartChiefTechnologyOfficer,PerforceTable ofContents4 56 IO 18 21NotableTrendsWhoWeSurveyedTheChallengesImpactingGameCreatorsTodayHowTeamsAreBuildingandPublishingGamesin2023InYourWordsSummaryNotableTrendsComparingResultsAcrossOurStateofGameDevelopment&DesignReportsTa

7、lentAcquisitionIstheMostDifficultChallengeFacingTeamsToday1.astyear,fundingwasclearlynotedasthe#1challengefacinggamecreators.Thisyear,withgloballaborshortagescontinuingtoaffectallindustries,it,stalentacquisitionandretention(32%).Thafsanincreaseof45%fromlastyear.FewerCreatorsAreDevelopingARandVRGames

8、Gamecreatorswesurveyedin2020and2021predictedARandVRwouldbecomeadominatingpresenceintheindustry,butthisyear,only13%ofrespondentssaidtheyarecurrentlyworkingonaVRproject.Thisnumberwas28%justlastyear.OtherKeyFindingsPCRemainstheMostPopularPlatform90%ofrespondentsaredevelopingtheircurrentprojectforPC.Man

9、yStudiosAreSelf-Publishing45%ofrespondentswentDIYontheirmostrecentproject.AAAsAreShortonTimeFor49%ofrespondentsinthisgroup,time-relatedissuesweretheirbiggestchallengetodevelopmentvelocity.proprXyOftheIrvs.(O2OJ23WhoWeSurveyedWhatbestdescribesthecompanythatyouworkfor?38%AAAGameDeveopmentStudio37%Indi

10、eOrMidsizeGameDevelopmentStudio9%DevelopGamesontheSide9%4%2%OtherContractorArtHouse100-249 Team Members1-5 Team Members6-24 TeamMembers25-99 Team MembersHowlonghaveyoubeenworkinginthegamedevelopmentindustry?Orhowlonghaveyoubeenworkingonyourowngame?I4%LessThanYear15%6-10Years44%MoreThan10Years4%NotAv

11、ailableWhatisthesizeofyourteam?2%1000+TeamMembers*lnthisreport,percentageshavebeenroundedtothenearestwholenumber.Producer or DirectorOtherDesigner, Artist, or AnimatorProject Manager2%QAZTesterWhatbestdescribesyourcurrentrole?41%Programmer/Engineerpropertyoftheirrespectiveowners.(0820J23)TheChalleng

12、esImpactingGameCreatorsTodayWhetherthey,refromanindie,AAA,orsomewherein-between,gamedeveloperssharemanyofthesamefrustrationsandchallenges.Theleadingchallengeoursurveyrespondentsreportedthisyearwastalentacquisitionandretention(32%).Othertopchallengesincludedacquiringfunding,findingtimeforinnovation,a

13、ndcollaboration.TalentAcquisitionandFundingAretheLeadingChallengesinGameDevelopment# 1Challenge:TalentAcquisitionInanotablechangefrompreviousyears,32%ofrespondentsnowciteacquiringandretainingtalentastheirmostsignificantchallengetogamedevelopment(securingfundinghadbeentheleadingchallengeinpreviousyea

14、rs).Withagloballaborshortagestillimpactingallindustries,andtheshihsinworkmanyhavemadethroughtheCOVID-19pandemic,teamsofallsizesarefeelingthepinch.# 2Challenge:SecuringFundingforTeamsandProjectsRisingconsumerandbusinessexpectations,alongwiththemultitudeofplatformsandstreamingservicesaudiencesuse,have

15、raisedthebaronwhatasuccessfulgamelookslike.Developingagame-evenarelativelysimpleone-ismoretime-consumingandcostlythanever.Withthesuccessoffreemiumgamingmodels,gameconceptsneedtoshowaclearpathtomonetizationandprofitabilitytogetofftheground.Inthiscrowdedandcompetitivemarket,23%ofallrespondentscitefund

16、ingastheirleadingchallenge.# 3Challenge:TimeforInnovationTeamshavetomovefasterthaneverwithmorelimitedpersonnel.Thisdynamicisaddingpressuretoteamsandstudiosofallsizes.aTimeforinnovationisseenasachallengefor21%ofrespondentsoverall.DiggingdeeperintothedataweseethatthisisfelthardestwithAAAs,as31%ofrespo

17、ndentsinthatsegmentreportedthisastheirtopchallenge(comparedwith14%forindieandmidsizestudios).Whatisthebiggestchallengetoyourgamedevelopmentprocess?SlowProcessesandTeamDynamicsAreChallengingEfficiencyALackofTalent&TimeAreKeyBlockersforDevelopmentSpeedWhenaskedaboutthebiggestchallengestodevelopmentvel

18、ocity,43%ofoverallrespondentscitednothavingenoughteammembersand/orknowledge.Thisinsightpointstothetalentacquisitionandretentionchallengesnotedearlier,aswellasaneedformoreformalizedpathstogainknowledgeormentorship.Whatbestdescribesyourbiggestchallengewithdevelopmentvelocity?18%Lengthy Build Times43%N

19、ot Enough TeamMembersandZorKnowledge17%Not Enough Timeto Iterate10%7%OtherIssuesCoordinatingRemotely6%Difficulty Keeping Up With ReleasesInsichtfromIncredibuildTimeIsEvenMoreImportantThanStaffingforAAADevelopersTimeissuesincreaseinimportancefornearlyhalf(49%)OfAAAgamedevelopers.Inparticular,31%say“l

20、engthybuildtimesnarethebiggestchallenge,and18%say“notenoughtimetoiterate“isthebiggestchallenge.Together,theyovertakeevenStaffingZknowledgeissues(33%)asthedrivingblocker.Industry-SpecificCollaborationNeedsStudiosHaveaWideRangeofCollaborationNeedsStudiosaremoredistributedtodaythanever,andthevolumeofdi

21、gitalassetsteamsareworkingwithisincreasingexponentially,aswell.Itshouldcomeasnosurprisethatrespondentsnoteumovinglargefiles”astheirtopcollaborationchallenge(28%).Gamedevelopersalsociteamixofchallenges,from“consistency”and“communication“tothe“disparatesourcesofinformadonngatheredbetweentools.Whatbest

22、describesyourbiggestchallengewithcollaboration?23%21%OtherReusingAssetsAcrossTeamsZProjectsisDifficult28%MovingLargeFilesisSloworDifficult16%TimeZoneIssuesZRemoteWork12%ProvidingFeedbackonAssetsisDifficult“SharingandmaintainingcustomrulesffttPropersetupofcollaborationtoolsffitDisparatesourcesofinfor

23、mationbetweentools,fCommunicationacrossdepartmentsaAdherancetoprojecttimelines,ftUnmerseablefileformats”HowTeamsAreBuildingandPublishingGamesin2023Someofthebiggestdecisionsgamecreatorsmakeareaboutwhatplatformtocreateagameforandhowtopublishit.Whatwesawinthisyear,ssurveyisthatmostrespondentsselfpublis

24、hed(45%),andmostteamsaredevelopingforPC(90%).MostCreatorsAreBuildingGamesforWhereAudiencesAreToday1.ookingatthisyear,themostpopularplatformteamsaredevelopingforisPC(90%),followedbyconsole(61%)andmobile(25%).Respondentshadtheoptiontochoosemultipleplatforms,sotheseresponsesalsoconsidercross-platformpr

25、ojects.Itwasinterestingtoseesomeoftheshihsfromjustlastyear.Inourpreviousreport,gamecreatorspredictedstreamingastheplatformthatwouldgrowthemostinthecomingyears.Yet,thisyear,only7%ofthosewesurveyedarecurrentlyworkingonaprojectforstreaming.Similarly,developerssurveyedin2020and2021predictedARandVRwouldb

26、ecomeadominatingpresenceintheindustry,butonly13%ofrespondentssaidtheyarecurrentlyworkingonaVRproject-thisnumberwas28%justlastyear.Thesetrendspointtoanoveralldisparityinaudiencenumbersbetweenplatforms.Andwithinstabilityintheglobaleconomy,industryadjustmentspointtostudioswantingtomakemorecertainbetsin

27、areaswithestablishedmarkets.Whichpltform(s)areyoudevelopingyourcurrentprojectfor?90%61%25%13%10%7%PCConsoleMobileVROtherStreamingRelatedResource:WhatYouNeedForCross-PlatformGameDevelopmentSteamIsthePreferredPlatformforDistributionForstudioswhoareplanningonself-publishing,Steamwasthemostpopularplatfo

28、rm(47%)makingitthemostpopulardistributionplatformoverall.Unsurprisingly,AAAsweremorelikelytoreleasetheirgamethroughapublisher(41%),whilesmall-to-mediumstudiosweremorelikelytoreleasetheirsontheirown(52%).Foryourupcomingprojectwhichplatformareyoumostlikelytousetodistributeit?23%Other47%Steam21%Publish

29、er5%GglePlay Store3%1%itch.ioCrazyGamesFor your most recent project are you choosing to go with a publisher or release it yourself?UnrealIsStillthe#IGameEngineOneofthemostimportantdecisionsthatanygamedevelopmentteamcanmakeiswhichgameenginewillpowertheirproject.Therearemanydifferentgameenginestochoos

30、efrom,eachonewithitsownstrengthsandweaknesses.Foroursurveyrespondents,themostpopulargameenginesarestillUnrealEngine(57%total)andUnity(18%).However,onenotablefindingisthatthenumberofrespondentsusingUnitydrasticallydroppedfromthepreviousyear,with50%ofrespondentsusingUnityin2022.Whichgameenginewasusedf

31、oryourmostrecentproject?4% Other2% CRYENGINE40%Unreal Eneine 52%Unsurel%GodotRelatedResource:WhichGameEngineIsRightforYourNextGame?PhotOShop,Maya,andBlenderAretheTopDCCsDigitalcontentcreationtools(DCCs)arebecomingmoretightlyintegratedwithgamecreators1coreworkflowsandtools.Considering71%ofsurveyrespo

32、ndentssaidthatartistsmakeupnearlyhalformorethanhalfoftheirteam,itisnosurprisethatDCCsaremoreessentialtohowteamscollaboratethanever.Developershavemanydifferentdigitalcontentcreationtlstochsefrom,andnotmuchhaschangedoverthepastthreeyears:Themost-usedgraphicaltoolsingamedevelopmentarestillPhotoshop(72%

33、),Maya(55%),andBlender(54%).Itshouldbenotedthatrespondentswereabletoselectmultipledigitalcontentcreationtools,sotheycouldbeusingseveraltogether.Whichgraphictoolswereusedforyourmostrecentproject?72% PhotoshoDI8%Other4% Cinema 4DAher Effects2% NukeRelatedResource:VersionControlforDesignersPerforceHeli

34、xCoreIstheIndustryStandardVersionControlVersioncontrolisafoundationalcomponentforgamedevelopment,asitenablesteamstostoreanditerateonalloftheirdigitalassets.What,smore,agoodversioncontrolsystemenablesteamstostreamlinecollaborationondigitalassets,whichisespeciallyimportantwhenworkingwith3D,gameengine,

35、andbinaryfiles.TheoverwhelmingmajorityofthegamecreatorswesurveyedusePerforceHelixCore(73%)forversioncontrol,withGitHub(35%)trailingbehindasadistantsecond.AnothernotablefindingishowmuchadoptionofPerforceHelixCorehasincreasedinthelastthreeyears,withonly56%ofgamedeveloperssharingthattheyuseditforversio

36、ncontrolin2020.Whichversioncontrolsystem(VCS)wasusedforyourmostrecentproject?PerforceHelixCore35%GitHubII%GitLab8%Subversion(SVN)6%AzureReposZAzureDevOps4iNone3%PlasticSCM(UnityVersionControl)2%Bitbucket2%UnrealRevisionControl(UE-FN)INvidiaOmniverseI/oUnsureIOtherRelatedResource:VersionControlinGame

37、Development:BestPracticesFrom5ofthelndustry,sBiggestNamesMicrosoftVisualSt:UdiORemainstheLeadingIDEWithIDEs(integrateddevelopmentenvironments),gamedevelopersneedeaseofuseandhighperformance.Forthethirdstraightyearinarow,MicrosohVisualStudiohasbeentheleadingintegrateddevelopmentenvironment(IDE)solutio

38、nforthegamecreatorswesurveyed,with73%sayingtheyuseit.AreasonwhyMicrosohVisualStudiohasbeenabletomaintainsuchhighlevelsofadoptionyearaheryearisthatitprovidesteamswithintegrationswithotherindustry-leadingtools,aswellastheabilitytoeasilyeditanddebugcode.WhatIDE(s)doyouuse?7 % Unsure6% Other73%Microsoh

39、Visual Studio5%JetbrainsIntelliJ5%AndroidStudio3%NoneRelatedResource:HowtoUseMicrosohVisualStudioWithUnityStudiosAreConsolidatingToolstoManageTheirDigitalAssetsEventhesimplestgamerequiresasignificantnumberofartassets一whichcaninclude2D,3D,audio,andvideofiles.Adigitalassetmanagementtoolenablesteamstoe

40、asilyfind,track,review,andreusetheseassets.Theleadingsolutionformanagingassetswasversioncontrol.(47%),withGoogleDrive(34%)beingthesecondmostusedsolution.RespondentsthisyearareusingDropbox(12%)andemail(11%)muchless.Whencomparingthisyear,sresultsagainstour2022survey,weseeusageofDropboxandemailforthist

41、askdrop45%and93%,respectively.TheproblemwithusingemailandDropboxisthatitiseasytomisplaceassetsorusethewrongversionofanasset.Thatiswhyitisessentialforteamstouseadigitalassetmanagementtoolthatmakesiteasytotagandfindassets.Whichtoolswereusedtostore,shrezandmanagedigitalassetsusedforgameproduction?Versi

42、on Control5th KindeRelatedResource:HowtoMasterYourArt+GameAssetsWithDigitalAssetManagementInYourWordsForthisyear,sreport,wealsoaskedafewopen-endedquestionstolearnwhatisongamecreators1minds.WhatWouIdDevelopersChangeAbouttheGamesIndustry?InsightfromIncredibuildGamedevelopersareaimingtocreateahealthier

43、andmorediversegamingindustry.Collectively,theyarelookingformoreinclusiveandrespectfulworkenvironments,aswellasashihawayfromthemostcommonprofit-drivenmodels.Afullsummaryoftheresponseswegathered-includingsomeindividualcommentsrespondentsshared-arecategorizedbelow.WorkEnvironmentandCulture Improvework-

44、lifebalanceandreducecrunchculture. Createamoreinclusiveandrespectfulindustryculture. Addresstoxicity,misogyny,andunhealthycompetition.MonetizationandDesign Shihfocusfromprofit-drivendesigntoqualityexperiences. Reducerelianceonmicrotransactionsandpay-to-wlnmodels. Prioritizecreativityandoriginalgamep

45、layovermonetization.AccessibilityandDiversity Increaserepresentationofunderrepresentedgroups. Supportremoteworkforbetteraccesstotalent. Promoteequalgenderandracialrepresentation.TechnologicalAdvancements Improvedocumentationandinformationsharing. Enhanceversioncontrolanddevelopmenttls. IntegrateAlan

46、dgenerativetoolsforcontentcreation.FutureOutlookandAdaptation PrepareforchangesbroughtbyemergingtechnologieslikeAl. Addresschallengesincloudgamingandstreamingplatforms. Focusontalentretention,sustainablehiring,andworkforcedevelopment.InYourWordstiIwishitWQSlessaboutmakingthemostaddictivegameandmorea

47、boutmakingfunanduniqueexperiences.ffiiLessfocusonrecyclingIP,morefocusontakingrisks.,fiiItneedstobeeasierforpeoplewith.noexperiencetogainexperience.f,tiMoreopportunitiesforsmallerteams一andindividualstohavecommunicationQ:andmentorshipfrommoreestablisheddevelopers.f,tiMakeiteasiertobreakinto,especiallyforunderrepresentedgroups.”WhatDevelopersFindMostExcitingin2023INSIGHTFROMINCREDIBILDThoughthereareopportunitiestocreatemoreinnovativegamesandtosupportaspiringgamecreators

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