The game industry
Dullgarian
Join Date: 2002-11-02 Member: 4236Members
in Off-Topic
<div class="IPBDescription">How it works ?</div>Hi guys!
I'm quite interested by the game industry and how everything actually works in game developement. I was wondering how (and how much) a game publisher can pay a game developer to make a video game. I've read some informations on internet about the 'milestones" and "royalties" or something around that but I'm a little bit confused with all these terms... Where exactly a game developer get their money to finance the game they are creating ? Where their paychecks come from ?
Anyone could explain me more on the subject ? I would be thankful ! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
I'm quite interested by the game industry and how everything actually works in game developement. I was wondering how (and how much) a game publisher can pay a game developer to make a video game. I've read some informations on internet about the 'milestones" and "royalties" or something around that but I'm a little bit confused with all these terms... Where exactly a game developer get their money to finance the game they are creating ? Where their paychecks come from ?
Anyone could explain me more on the subject ? I would be thankful ! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Comments
The Wikipedia articles on <a href="http://en.wikipedia.org/wiki/Game_development" target="_blank">game development</a> and <a href="http://en.wikipedia.org/wiki/Video_game_publishing" target="_blank">game publishers</a> aren't so hot but they're a start. <a href="http://gamasutra.com/" target="_blank">Gamasutra</a> is often a good place for stuff like this.
<b>1.</b>
<b>Game Designer</b> has idea for a game > pitches idea to the <b>Game Development Studio</b> where he/she works
<b>Game Development Studio</b> evaluate idea > if it's good they might begin brief conceptualisation and work on a design doc. Once they get a good overview of the basic design they will need money to hire the staff for the duration of the project's 'development cycle', so they need to talk to a <b>Publisher</b> or <b>Producers/Investors</b> for funding.
<b>Publisher/Producers/Investors</b> evaluate basic game concept > if they like it they will agree to a certain amount of money to create a portion of the game, called a 'proof of concept'. The proof of concept is a demo that demonstrates some of the gameplay and technology that the final product would have. The Studio will take this to a Publisher who can fund the whole development cycle and liaise with the console makers from Nintendo, PlayStation 3 and XBox360 to see about porting the game or negotiating exclusivity (if the game is really good).
<b>Game Development Studio</b> finishes the proof of concept and shows it to different <b>Publishers</b>.
A <b>Publisher</b> hopefully approves the proof of concept and puts up the money for completion of the project. Traditionally, this usually involves an obscene agreement where the people with lots of money (the Publisher) agree to take a bigger cut of the profits than the people who do all the work (the Developer), usually a ratio of around 80% to 20%. One thing the Publisher does take care of is the distribution of the game (copying the game onto discs, making the box artwork and getting it into shops) and the advertising. However, more recently, through digital distribution (which costs a lot less than box distribution), companies like Valve Software will offer a more fair cut to the developer because they can publish much cheaper and still make a profit, increasing the Developer's profits to around 40-50%.
So that's one way a game can get into the shops or onto your PC.
<b>2.</b>
<b>Publisher</b> has existing idea or IP (intellectual property) that they want to expand, e.g. a game sequel > tells lots of <b>game development studios</b> that they need someone for the project.
<b>Game Development Studio</b> pitches their services to the publisher > if they do a good pitch the publisher chooses their studio to go ahead with initial production, which will be like a demo. The Game Development Studio finish the demo and show it to the Publisher.
<b>Publisher</b> approves demo and continues funding for the completion of the project if they like it. If they don't like it they will either cancel the project or give it to a different studio.
I think that's how it works from my understanding.
Royalties are the portion of the profit on the game that the developer earns. I'm not exactly sure what's typical, but I believe this is generally a small piece of the pie, say 10-20%. The money that the publisher gave to the developer is actually treated as a loan, and the developer pays that back out of their royalties. So it's quite possible that if a game isn't a hit, the developer may not ever make any money off it.
This isn't the only way it can work, but I think it's the most common for a 3rd party developer. Some companies like id or Valve are able to finance the development themselves, which puts them in a much better negotiating position with publishers. A lot of games now-a-days are made by the publisher's internal studios which changes things quite a bit as well.
What are you exactly looking for? Developing games? or being in the gaming scene. I was once looking at joining the CPL and working for Angel Munoz. I was soo big into CS and wanted to just be a part of the community by helping set up, meeting the "pro" players, getting free stuff etc. Depends on what you want to do really.
If you think you can create a program or a game, you should look up at starting an LLC. From there, compose your "team" to get it published. As far as royalties, think of it as windows XP/vista. Each computer in the world that "legally" has that OS in their comps. Microsoft gets "$".
Royalties are the portion of the profit on the game that the developer earns. I'm not exactly sure what's typical, but I believe this is generally a small piece of the pie, say 10-20%. The money that the publisher gave to the developer is actually treated as a loan, and the developer pays that back out of their royalties. So it's quite possible that if a game isn't a hit, the developer may not ever make any money off it.
This isn't the only way it can work, but I think it's the most common for a 3rd party developer. Some companies like id or Valve are able to finance the development themselves, which puts them in a much better negotiating position with publishers. A lot of games now-a-days are made by the publisher's internal studios which changes things quite a bit as well.<!--QuoteEnd--></div><!--QuoteEEnd-->
Good insight on why the gaming industry in general sucks so much these days.
I don't see how you can make the jump from "publishers pay people to make games" to "gaming industry sucks so much."
Hopefully the indy developers -like the clever film directors in their early films- will find ways to not require massive budgets to complete a really solid game.
Hopefully the indy developers -like the clever film directors in their early films- will find ways to not require massive budgets to complete a really solid game.<!--QuoteEnd--></div><!--QuoteEEnd-->
well said. the demand for HD graphics is at large.