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%ofallrespondentscitefundingastheirleadingchallenge.# 3Challenge:TimeforInnovationTeamshavetomovefasterthaneverwithmorelimitedpersonnel.Thisdynamicisaddingpressuretoteamsandstudiosofallsizes.aTimeforinnovationisseenasachallengefor21%ofrespondentsoverall.Diggingdeeperintothedataweseethatt

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