2018 INSIGHTS on External Development for the Video Game Industry - advancing external development for the games industry - External Development ...

 
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2018 INSIGHTS on External Development for the Video Game Industry - advancing external development for the games industry - External Development ...
2018 INSIGHTS
on External Development for the Video Game Industry

advancing external development for the games industry
2018 INSIGHTS on External Development for the Video Game Industry - advancing external development for the games industry - External Development ...
2

TABLE OF CONTENTS

04   WHO PARTICIPATED IN THE SURVEY

06   QUICK STATS

07   2018 EXTERNAL DEVELOPMENT INDUSTRY OBSERVATIONS

11   FINDING AND SELECTING PARTNERS/CLIENTS

14   TOP ISSUES IN ENGAGEMENTS

15   EXTERNAL DEVELOPMENT TOOLS AND TECH RESOURCES

16   PROJECT DISCIPLINES AND PLATFORMS

21   SERVICE PROVIDER AVERAGE RATES BY COUNTRY

22   THE FUTURE OF EXTERNAL DEVELOPMENT

26   GLOSSARY OF TERMS
2018 INSIGHTS on External Development for the Video Game Industry - advancing external development for the games industry - External Development ...
ABOUT                                                                                                                        3

What’s Inside?
External development refers to the practice of video game developers /
publishers (buyers) leveraging service providers (sellers) in any aspect of
development including but not limited to art, animation, cinematics, audio,
server-side/front-end engineering, porting, game development, UX-UI, motion
capture QA, localization, and VFX. This report is intended to provide insights
into the changing trends in external development that have occurred in recent
years as it becomes an increasingly integral part of game development.

The statistics in this report were derived from over 180 submissions from
service providers and industry professionals of leading game developers /
publishers worldwide. Data was anonymously contributed to provide insights
on engagements.

The research and data gathered to establish this report was collected by the
organizers of the External Development Summit, with contributions from the
XDS Advisory Committee. Permission must be requested if you would like
to use this information in articles or industry presentations.

Who We Are
External Development Summit (XDS) is the only annual, international
games industry event held in Canada, with a primary focus on external
development for Art, Animation, Audio, Engineering, QA and Localization.
Each year, a broad community of game developers / publishers, service
providers, and middleware providers meet in Vancouver to contribute to the
advancement of the video game industry through collaboration, sharing of best
practices, networking and the delivery of a high-caliber, educational program.
XDS 2018 will take place on September 5-7, 2018 in Vancouver, Canada.

SPECIAL THANKS TO:

                                                                                             2017
                                                                                             Jason Harris, Senior
                                                                                             Director, Worldwide External
                                                                                             Development, EA

                                                                                             Andrea Wood, Telfer School of
  Chris Wren                        Madelynne Kalyk                  Kelli Brunton           Management Graduate

  Producer, EA                      XDS Marketing &                  Kelli Brunton, Visual
                                    Communications                   Communications          2016
  Chair, XDS Advisory
  Committee                                                                                  Dilber Mann, Senior Project
                                                                                             Manager, Capcom Vancouver

  GUEST AUTHOR                      CONTENT DIRECTOR                 CREATIVE DIRECTOR
2018 INSIGHTS on External Development for the Video Game Industry - advancing external development for the games industry - External Development ...
WHO PARTICIPATED                                                                                                                                   4

 SERVICE PROVIDER OVERVIEW

 Service Offerings
                                                                                   Full SKU Game
 Service providers participating in the report represent                            Development*                                         32%
 a range of different disciplines.                                                                                       19%
                                                                                               Art
                                                                                        Animation                14%

                                                                                      Engineering           8%
                                                                                   Cinematics/VFX           8%
                                                                                              QA       5%
                                                                                            UX-UI      5%
                                                                                            Audio      5%
                                                                                      Localization     4%
* Results for Full SKU Game Development were divided equally
  between Console, Mobile, PC/Online and VR/AR

 Client Make-up
 Service providers reported an increase in projects from                          Multinational Games Developer / Publisher            18%
 Enterprise (non-games) clients. This may in part be due                          Small Independent Console Game Developer             15%
 to industries like automotive and retail increasing their                        Mobile Game-Focused Developer                        14%
 usage of gaming technologies, particularly for
 VR/AR applications. This resulted in an overall decrease                         TV/Media Company                                     10%
 in engagements with Multinational Games Developers/                              Enterprise Clients                                   10%
 publishers year over year. We also observed an increase                          MMO Game-Focused Developer                             9%
 in engagements with Online Social Game-Focused
 Developers.                                                                      Motion Picture Company                                 9%
                                                                                  Online Casino / Gambling                               8%
                                                                                  Online Social Game-Focused Developer                   7%
                                                                                  MOBA Developer                                         0%

      64%                                                53%                            85%                               83%
      of service providers                               of service providers           of these service                  of developer/
      surveyed have LESS                                 that participated have         providers have been               publishers expect to
      THAN 50 EMPLOYEES                                  only ONE LOCATION              in business for MORE              work with the same
      with only 7% having                                                               THAN 5 YEARS                      service providers again
      more than 250                                      9%                                                               AFTER PROJECT
      EMPLOYEES                                          operate out of more            44% over 10 years                 COMPLETION
                                                         than 5 LOCATIONS               4% less than 2 years

              EMPLOYEES                                         LOCATIONS                     TIME IN BUSINESS                RETURN CUSTOMERS
2018 INSIGHTS on External Development for the Video Game Industry - advancing external development for the games industry - External Development ...
WHO PARTICIPATED                                                                                                                5

DEVELOPER / PUBLISHER OVERVIEW

Developer / Publishers Platform Focus

                                                                 Console games                                            38%

                                                                  Mobile games                         19%

                                                                 Multi-platform              18%

                                                             Browser/PC games          16%

                                                                  VR/AR games     4%

                                                             Social Casino games 3%

                                                               Facebook games     1%

Frequency of Changing Partners
Year Over Year                                               100% are the same
                                                                                •
75% of service providers are the same year over
                                                              75% are the same
                                                                                •                 5%
year for the majority of publishers/developers.                50% are the same
                                                                                •            2%

                                                             < 50% are the same
                                                                                •        15%

                                                                                                                    78%

   5                                 15                            86%                                  47%
  Average team size                  Average number of             Foresee a growth in                  Developers/publishers
  managing service                   service providers a           demand for external                  reported an annual
  providers                          developer / publisher         development                          spend of $6-10M or
                                     works with annually           (7% decrease YoY)                    greater for external
                                     (+1% change YoY)                                                   development
                                                                                                        (10% reported $26M+)
2018 INSIGHTS on External Development for the Video Game Industry - advancing external development for the games industry - External Development ...
QUICK STATS                                                                                                       6

   TOP 3
   most important factors

                                                        1
   when selecting a
   service provider:

                                                 QUALITY
                                           Quality remains in the top spot YoY

                               2
                           RATES                                         SKILL SET
                                                                                  3
                   Rates moved up into 2nd place YoY                   Skill Set (formerly Experience)
                                                                              falls into 3rd YoY”

    ART                                  GAME                                                #1 Reason
                                                                                             Companies Engage
    accounts                             INDUSTRY                                            Service Providers:
    for 75% of                           EVENTS                                              to scale teams
    all external                         are the #1 place                                    to deliver more
                                         service providers                                   content &
    development                          meet new clients                                    features
    projects
2018 INSIGHTS on External Development for the Video Game Industry - advancing external development for the games industry - External Development ...
2017EXTERNAL
2018 EXTERNAL  DEVELOPMENT
             DEVELOPMENT     INDUSTRY
                         INDUSTRY      OBSERVATIONS
                                  TRENDS OBSERVATIONS                                                                             7

Mergers and Acquisitions Activity is Leading to Consolidation in the Industry

M&A activity has been increasing over the past year with visible consolidation in the industry. Only 11% of SERVICE PROVIDERS
reported that they are actively looking for acquisition targets (19% decrease YoY). 45% of respondents have been approached for
M&A conversations (10% decrease YoY).

What services are companies interested in acquiring?

                                                                             17%     3D Art
                                                                             17%     VFX
                                                                             15%     Animation
                                                                             11%     2D

                        11%                                                    9%
                                                                               5%
                                                                                     Cinematics
                                                                                     Audio
               SERVICE PROVIDERS                                               5%    Mobile Game Development
                  Looking for M&A Targets                                      5%    Console Game Development
                      (19% decrease YoY)                                       5%    PC/Online Game Development
                                                                               5%    Engineering
                                                                               3%    AR/VR Game Development
                                                                               3%    Localization

              45%            of service providers say they are open to being acquired (27% decrease YoY)*

              *23% of respondents would not disclose

                                                                         LEARN MORE
                                                                         To learn more about the state of M&A, check
                                                                         out the panel discussion “Consolidation of
                                                                         Service Providers”, delivered at XDS 2017.
2018 INSIGHTS on External Development for the Video Game Industry - advancing external development for the games industry - External Development ...
2018 EXTERNAL DEVELOPMENT INDUSTRY TRENDS OBSERVATIONS                                                                               8

Distribution of External Development Projects

Service provides reported a more even distribution of the types of companies they work with, compared to 2017 where there was an
increase from mobile companies. Multinational Developers / Publishers moved to top spot, with Mobile Developers moving to third.
New to the list is Small Independent Console Developers in second place.

                                                                1        Multinational Developers / Publishers

             TOP 3
             areas of increase in                               2        Small Independent Console Developers

             the past 12 months

                                                                3        Mobile Developers

Service providers continue to cite Mobile developers in the top-3 client segment over the past 12 months.

The ongoing strength in projects from mobile companies is not surprising given continued growth. According to Super Data’s report,
“Trends and Insights on Games and Interactive Media 2017”, the mobile market is continuing to grow with total mobile games revenue
estimated at $50.3 billion USD in 2017 (15% increase YoY) and growing to a forecasted $58 billion in 2018 (16% increase YoY).1

1
    www.superdataresearch.com/market-data/market-brief-year-in-review
2018 EXTERNAL DEVELOPMENT INDUSTRY TRENDS                                                                                                                       9

         Service Provider Art Client Portfolio by Segment, 2017 vs. 2018

 2018               17%                       16%          14%              9%          8%         9%            9%             8%             9%          0%

                                  31%                      17%                       21%                    9%        3%   6%        7%         5%     --
 2017

         0%           10%               20%         30%   40%           50%          60%          70%              80%           90%                100%

         n    Multinational Games Developer / Publisher          n   Online Social Game Developer                n Enterprise Clients
         n    Small Independent Console Game Developer           n   Motion Picture Company                      n MOBA Developer
         n    Mobile Game-Focused Developer                      n   TV/Media Company
         n    MMO Game Developer                                 n   Online Casino/Gambling Company

                   Similar to the results under Client Make-up, service providers cited an increase in projects with
                   Enterprise (non-games) clients year over year for art and engineering. There was also a noteworthy
                   decrease in the number of Mobile games clients, possibly due fewer “big bet” mobile titles as
                   games are becoming larger, more complex and requiring bigger budgets. Also, perhaps due to
                   noticeable mobile development studio closures over the past 1-2 years.

         Service Provider Engineering Client Portfolio by Segment, 2017 vs. 2018

  2018               18%                      15%         14%              10%         8%        8%           8%           7%           13%                0%

  2017                      26%                           29%                           14%              9%        4%       8%            6%        3% - -

         0%           10%               20%         30%   40%            50%         60%           70%             80%           90%                100%

         n    Multinational Games Developer / Publisher          n   Motion Picture Company                      n Enterprise Clients
         n    Mobile Game-Focused Developer                      n   Online Casino / Gambling                    n MOBA Developer
         n    Small Independent Console Game Developer           n   MMO Game-Focused Developer
         n    TV/Media Company                                   n   Online Social Game-Focused Developer
2018 EXTERNAL DEVELOPMENT INDUSTRY TRENDS                                                                                              10

VR/AR Still Not So Hot for External Development

Fewer service providers remain optimistic about the impact of VR/AR, and developers / publishers continue to be less convinced this will
                                                                                                                                      1
drive demand for external development. This is further supported by GDC’s recently released report “State of the Games Industry 2018” ,
wherein developer’s outlook indicates “faith in the long-term sustainability of the VR/AR business is slipping.”

                                                                        25%
                                                                        SERVICE PROVIDERS see VR/AR as
                                                                        the #1 driver for increased demand
                                                                        in external development (12% decrease YoY)

                                                                        ONLY 9%
                                                                        of DEVELOPERS / PUBLISHERS report
                                                                        that they are currently experimenting
                                                                        with VR/AR AR (5% decrease YoY)

                                                                        ONLY 1%
                                                                        of DEVELOPERS / PUBLISHERS
                                                                        believe VR/AR will drive demand
                                                                                           1
                                                                        (9% decrease YoY)

1
    reg.gdconf.com/GDC-State-of-Game-Industry-2018
FINDING AND SELECTING PARTNERS/CLIENTS                                                                                            11

How do you meet the majority of your partners?

Games industry events continue to be the prevailing method                                                          Referrals
for service providers to connect with developers / publishers,                             28%
and vice versa. Most results remain consistent with those of
                                                                     Games
last year, but with an 8% increase in developers / publishers        industry
                                                                                                                    Buyer
meeting service providers by way of “external industry               events
                                                                                                                    reaches out
                                                                                                          14%
referrals”. The least effective method is “cold calls” from
service providers.
                                                                                         Service
                                                                                        Providers
                                                                                  35%                               Online
                                                                                                          13%       research

                                                                                                   8%               Internal
                                                                                             2%                     company
                                                                                                                    resources
                                                                     Other

                                                                                                                    Internal
                                                                                                        32%         referrals
                                                                                                                    & company
                                                                                                                    resources

        “Being focused purely on external                           Games
          development, events like XDS provide a                     industry
                                                                                  39%
                                                                                        Developers /
                                                                     events
          great opportunity for organic networking                                       Publishers
          and for developing deeper relationships                                                                   External
                                                                                                              21%   industry
          outside of production or traditional                                                                      referrals
          business environments.”
         Dennis Cooper, Director of External                         External                      6%
         Production, Telltale Games                                  partner                  2%                    Networking
                                                                     out-reach/                                     sites
                                                                     cold-call

SERVICE PROVIDERS: Factors Considered When Accepting a New Client Project

The following factors have remained consistent year              1       Potential for future projects
over year. “Availability of resources to accommodate the
client’s needs” comes in forth spot, showing that service
providers make internal resource availability a priority         2       Prestige of project/client
before accepting new engagements.
                                                                 3       Rates the client can pay
FINDING AND SELECTING PARTNERS/CLIENTS                                                                                                            12

DEVELOPERS / PUBLISHERS: Factors Considered When Selecting an External Partner

Developers / publishers indicated the most
important factors in selecting an external                                            1
partner are Quality and Rates, with Team Skill                                                             QUALITY
Sets (formerly Experience) moving down to third
place. Proximity to the partner did not appear                                        2
as a factor this year, which may indicate that                                                             RATES
tools and practices for remote collaboration
are maturing. Security controls appear higher                                         3
on the list, perhaps in part due to IBM’s report                                                           TEAM SKILL SETS
“2017 Ponemon Cost of Data Breach Study” ¹
that found “the global average cost of a data
breach is $3.62M USD” – highlighting that poor
                                                                                      4
                                                                                                           Credibility / Reputation
security can be very costly.

                                                                                      5
                                                                                                           Previous Clients Projects, Portfolio

                                                                                      6
                                                                                                           Language/Communication Skills

                                                                                      7
                                                                                                           Security Controls

                                                                                      8
                                                                                                           Technology Experience

                                                                                      9
                                                                                                           Studio Leadership

                                                                                     10
                                                                                                           Size of Company

                                        “External partners have leveled-up their studios so holistically in recent years that one of
                                          the few defining factors remaining is QUALITY. I define quality as an all-encompassing
                                          measurement of not only the execution, but the communication of work to be completed.
                                          In the true spirit of fostering an effective bi-directional partnership, BOTH sides need to
                                          over-communicate regarding their expectations of quality. This is why quality is of the utmost
                                          importance when evaluating a new or existing external partner.”
                                        Matt Regnier, Innovator, Apple

¹www.03.ibm.com/security/data-breach/
FINDING AND SELECTING PARTNERS/CLIENTS                                                                                               13

TOP REASONS Developers / Publishers Engage Service Providers

Top reasons developers / publishers indicated WHY they engage with external partners generally remained consistent year over year.
The top change in 2018 is “Flexible Skill-set Ramp-up/Ramp-down” moving up one spot into second place, sending Cost Savings to
third. This may be in part due to developers / publishers preferring a variable team approach during peak production periods.

25%            TO BUILD MORE CONTENT AND FEATURES

22%            FLEXIBLE SKILL-SET RAMP-UP/RAMP-DOWN

19%            COST SAVINGS

12%            ACCESS HARD-TO-FIND SKILLS/CAPABILITIES

10%            LACK OF AVAILABLE LOCAL RESOURCES

 6%            SUPPORT CONTENT NEEDS FOR LIVE SERVICES

 4%            SPEED DEVELOPMENT THROUGH FOLLOW THE SUN (24X7) MODEL

                        #1 Reason
                        To build more content and features
TOP ISSUES IN ENGAGEMENTS                                                                                                             14

TOP ISSUES Encountered with External Development

SERVICE PROVIDERS                                                 DEVELOPERS / PUBLISHERS

  1      Shifting project schedules and delays                      1       Poor quality deliverables

  2      Inadequate documentation and direction                     2       Iteration issues (volume, speed)

  3      Differences between internal and client time estimates     3       Communication challenges

  4      Communication challenges                                   4       Pipeline set-up

  5      Legal negotiations drawn out                               5       Partners lack capacity

There was much change in the list of issues encountered by        There was more consistency to the priority of top issues reported
service providers as compared to last year. Topping the list,     by developers / publishers, however “Poor quality deliverables”
and new for 2018, is “Shifting project schedules and delays”.     moved to the top of the list from fourth place. “Partners lack
Also new to the list is “Legal negotiations drawn out”.           capacity” moved from first to fifth spot.

INSIGHTS from the Top Floor on Common Issues

XDS 2017 hosted a panel of top industry executives sharing              On incomplete documentation…
their insights on the state of external development (view full
video below). Two questions addressed the challenges that         “Be proactive if you encounter challenges with your client
service providers commonly face.                                    partner. Feedback should be given constructively and include
                                                                    recommend solutions. If you see best practices from other
                                                                    clients, share them in order to improve the partnership.”
                                                                  Rod Fergusson, Studio Head, The Coalition

                                                                        On major project changes…
                                                                  “Some changes can’t be avoided. I encourage internal teams
                                                                    to be as proactive as possible – warn of change and offer a
                                                                    mitigation plan. Do the right thing and be humane
                                                                    about the impact.”
                                                                  Mike Verdu, Senior Vice President, EA Mobile
EXTERNAL DEVELOPMENT TOOLS AND TECH RESOURCES                                                               15

TOP TOOLS

Tools commonly used to support external development displayed in order of highest usage.

                                              SERVICE PROVIDERS                   DEVELOPERS / PUBLISHERS

                                              Jira                                Jira
                                              Excel                               Shotgun
                   Project Management         Trello                              Excel
                                              Shotgun                             Hansoft

                                              Skype                               Email
                   Communication              Email                               Skype
                                              Slack

                                              Dropbox                             Aspera Faspex
                                              FTP                                 FTP
                   File Transfer              Aspera Faspex                       Perforce
                                              Google Drive
                                              Perforce

                                              Shotgun                             Shotgun
                                              Email                               Email
                   Art Review
                                              Trello
                                              Basecamp

                                           Github
                   Code Review                                                    Github
                                              Code Collaborator

                                              Pipedrive                           Internal tool
                   External Company
                                              Salesforce
                   Database (CRM)
                                              Hubspot

                                              Unity                               Unreal
                   Engines                    Unreal                              Internal engine
                                                                                  Unity

    Emerging                         For the third year in a row, Substance
                                     was named as the top emerging tool
    Tools                            adopted by service providers.
PROJECT DISCIPLINES AND PLATFORMS                                                                                                    16

The number of integrated art projects increased slightly in 2018, rising from 25% of all projects to 28%, while the percentage of
conventional art projects with partial tool pipeline dropped from 36% to 33%. The number of co-development projects saw a dramatic
increase from 8% to 14%. Full Development and Programming projects were not indicated in this year’s results.

TYPES OF ENGAGEMENT

 33%
                                  28%                            25%
                                                                 Convectional
 Conventional
 Art External                     Integrated Art
                                  Development
                                                                 Art External
                                                                 Development
                                                                                                14%
 Development with
 partial tool pipeline            full pipeline                  without tool pipeline          Co-Development

Of all external projects, 85% are for Production, with the remainder equally distributed between R&D, Pre-production and
Live Services Updates at 5% each.

PROJECTS BY PLATFORM

   58%
                                  25%                           15%
                                                                                                2%

The number of console-based projects remained consistent at 58% YoY (50% Xbox One and PS4, 8% Xbox 360 and
PS3). Browser/PC projects moved to the #2 spot seeing a 4% increase, while Mobile experienced a 7% decrease.
No change in VR/AR projects at only 2%.
PROJECT DISCIPLINES AND PLATFORMS                                                                                                           17

External Development within Art Disciplines

There was no change in the volume of photo-real
projects as compared to 2017, however there has been
a 6% decrease in the number of stylized projects.
                                                                  Stylized                  27%
                                                                                                    PROJECT TYPES BY

                                                                                                         ART
                                                                                       3%
                                                                                                        STYLE
                                                                  Cartoon

                                                                  Photo Real                         63%

By Project Duration

This chart represents average project duration, including all types of projects (art, engineering, co-development, etc.). The 2017 column
combines last year’s average duration of art and engineering projects and becomes our baseline for measure moving forward. The most
significant changes include a 10% increase in the number of projects lasting 9 to 12 months, and 22% decrease in the volume of projects
lasting 12 months or greater.

                           2017
                           2018
                                                                                                  55%

          % of project
         engagements

                                                                                                          33%

                                                  23%
                                                             21%                      21%

                                                                    13%
                                  10%      10%                                 11%

                          3%                                                                                      months
                                12           >12
PROJECT DISCIPLINES AND PLATFORMS                                                                                         18

ART Disciplines Remaining Internal

Similar to 2017, VFX and UI/UX remain high on the list of
disciplines remaining internal. There are however niche
service providers increasing their capabilities and capacities
                                                                   % of Companies Reporting Disciplines Remain Internal
to tackle this type of work. As developers / publishers face                                         Remains Internal
increasing challenges to hire locally, we expect to see more
                                                                   VFX                                   31%
VFX and UI/UX work going out of house.
                                                                   UI Icons                              22%
Cinematics has moved up to 3rd spot to remain internal.
It’s possible that year over year, developers / publishers that    Cinematics                            19%
used service providers for cinematic work were not happy           3D Animation                          12%
with the end results (speaks to QUALITY being the overall
#1 issue encountered by developers / publishers). There are        2D Vehicles                             9%
also a limited number of service providers delivering high-end     2D Weapons                              9%
cinematic services – a number of whom may be challenged
by lack of capacity due to work with non-games clients, like       2D Environments                         8%
motion picture an TV.                                              2D Props                                8%
We also observed a decrease in 2D artwork remaining                2D Animation                            7%
internal. Mobile developers / publishers may be discovering
                                                                   Concept Art                             6%
the cost-saving benefits of utilizing external partners for this
type of work, in addition allowing them to focus internally on     2D Characters                           4%
maintaining live services, analytics and building new features.
                                                                   3D Weapons                              3%
                                                                   3D Characters                           2%
                                                                   3D Environments                         0%
                                                                   3D Props                                0%

                                                                   LEARN MORE
                                                                   Learn how Activision’s Alex Stein removed
                                                                   bottlenecks in his presentation on
                                                                   “Outsourcing Beyond Assets - Solving Internal
                                                                   Bottlenecks Externally”, delivered at XDS 2017
PROJECT DISCIPLINES AND PLATFORMS                                                                                        19

ENGINEERING Disciplines Remaining Internal

Although Rapid Prototyping and Engine development stayed
in the top 3 disciplines developers / publishers keep internal,   % of Companies Reporting Disciplines Remain Internal
across the board we observed a significant DECREASE in
the percentage of engineering related disciplines remaining                                         Remains Internal
internal. Rapid Prototyping generally remains internal as
                                                                  Rapid prototyping                     45%
developers / publishers prefer core, creative teams to
innovate and iterate efficiently, without the added challenge     Engine development                    44%
of external communication.
                                                                  Telemetry                             38%
Front-end Development witnessed the most noticeable drop
                                                                  Server-Side development               35%
as a discipline to remain internal. This may in part be due to
this type of work being less complex, and therefore easier        Tools development                     31%
to define as discrete work. As a result, a greater number of
                                                                  Web development                       30%
service providers are offering capabilities in this area.
                                                                  Full SKU console development          30%
As games continue to become larger and more complex,
and local talent is harder to find, developers / publishers are   Console game modes                    26%
looking to service providers to support engineering efforts.
                                                                  Full SKU mobile development           26%
As a result, engineering disciplines offered by service
providers are maturing and becoming more readily available.       Front-end development                 26%

                                                                  LEARN MORE
                                                                  As an example of a successful relationship
                                                                  between developer / publisher and service
                                                                  provider, check out “Assassin’s Creed
                                                                  Origins: Ubisoft & Sperasoft Co-development
                                                                  Engagement”, delivered at XDS 2017.
PROJECT DISCIPLINES AND PLATFORMS                                                                                         20

 TOP COUNTRIES Offering Different Types of Work

                       ANIMATION                                                            ART*          CINEMATICS/VFX

     1           China                                                    1         China            1   United States

     2           United States                                            2         United States    2   United Kingdom

     3           Canada                                                   3         India            3   Canada

     4           India                                                    4         Canada           4   China

     5           United Kingdom                                           5         Ukraine          5   India

                      ENGINEERING                                                     FULL SKU DEV               UX/UI

     1           United States                                            1         United States    1   United States

     2           Canada                                                   2         United Kingdom   2   United Kingdom

     3           United Kingdom                                           3         Canada           3   China

     4           China                                                    4         Finland          4   Canada

     5           Ukraine                                                  5         China            5   India

         FINLAND
         & CHINA
         top emerging markets
         for game development

*Art represents a combination of sub-disciplines including 3D, 2D and concept art
SERVICE PROVIDER AVERAGE RATES BY COUNTRY                                                                                                   21

Service Provider Average Rates By Country

Average staff month rates were collected from service providers focusing on Art and Development, with the latter representing console
and mobile development primarily. The following shows countries and disciplines that received a critical mass in responses. All rates are
represented in USD.

                    ART                                               DEVELOPMENT

           China                 $ 4,224                          Canada                $ 12,210

           India                 $ 4,092                          Finland               $ 12,551

           Malaysia              $ 5,170                          Spain                 $ 6,820

           Philippines           $ 4,290                          Ukraine               $ 5,324

           Russia                $ 5,544                          United Kingdom        $ 9,812

           Spain                 $ 6,490                          USA                   $ 14,355

           Ukraine               $ 5,742

           USA                   $ 10,076

           Vietnam               $ 4,312

                                   USA continues to have the highest average staff month rates in Art & Development
THE FUTURE OF EXTERNAL DEVELOPMENT                                                                                                             22

What are the MAIN DRIVERS for an increased demand in external development services over the next 3 to 5 years?

Both sides believe there will be increased demand for external development due to player’s expectations for more content. This may in
part be due to HD console titles following suit with mobile in delivering more content and playability through live services (I.e. richer/deeper
games). This is coupled with the release of more sophisticated hardware capable of greater storage capacities and displaying higher-
fidelity graphics – which also drives the need to keep development costs flat. Also note that AR/VR dropped three positions for service
providers, and received low priority from developers / publishers.

        SERVICE PROVIDERS                                                        DEVELOPERS / PUBLISHERS

        DEMAND FOR MORE CONTENT                                        1         DEMAND FOR MORE CONTENT

        NEED FOR DEVELOPERS TO DECREASE DEVELOPMENT COSTS              2         NEED TO DECREASE DEVELOPMENT COSTS

        COMPETITION FOR NICHE SKILLS IN CLIENT MARKETS                 3         RICHER/DEEPER GAMES

        VR/AR
                                                                       4         COMPETITION FOR NICHE SKILLS

                                                                       90%
                                                                        of developers/publishers responded that the need
                                                                        for more content is driving demand! (5% increase YoY)
THE FUTURE OF EXTERNAL DEVELOPMENT                                                                                     23

WHAT DISCIPLINES are service providers optimistic about growth in demand for services over the next 12 to 18 months?

MOST OPTIMISTIC ( 10 is highest)

        ENGINEERING

        ART

        ANIMATION

        AUDIO

        QA

        UX-U

        CINEMATIC/VFX

        LOCALIZATION
    1                                                                         10

   3D Artwork and Concept Art are two areas predicted to see significant growth.

        86%
        As games get bigger/deeper and with the proliferation of platforms, 86% of developers/
        publishers are seeing a growth in demand for service providers at their company
        (7% increase YoY)
THE FUTURE OF EXTERNAL DEVELOPMENT                                                                                    24

   In what areas have developers / publishers seen           In what areas do developers / publishers
    a growing demand for external services in the             expect to see growth/demand in the
    PAST 12 MONTHS?                                           NEXT 18 MONTHS?

   3D CHARACTERS                                      1       3D CHARACTERS

   3D PROPS                                           2       3D PROPS

   ALL OTHER 3D ART                                   3       ALL OTHER 3D ART

   VFX                                                4       VFX

   3D ANIMATION                                       5       3D ANIMATION

   CONCEPT ART                                        6       CONCEPT ART

   UX-UI                                              7       UX-UI

   ENGINEERING                                        8       ENGINEERING

   CINEMATICS                                         9       CINEMATICS

   TOOLS DEVELOPMENT                                  10      FULL SKU OR CO-DEVELOPMENT

                                                           areas of less growth
                                                           The bottom three areas where developers / publishers do
                                                           not expect to see much growth are: VR/AR development,
                                                           2D casual art, and 2D animation.

                                                           only 6%
                                                           of developers / publishers expect to see a demand in VR/
                                                           AR development in the next 18 months (11% decrease YoY)
THE  FUTURE
THE FUTURE    OF EXTERNAL
           OF EXTERNAL       DEVELOPMENT
                       DEVELOPMENT                                                                                                                  25

Main concerns about the future of external development

SERVICE PROVIDERS                                                             DEVELOPERS / PUBLISHERS

 Greater number of competitors in emerging markets are vying              	Service providers taking on more enterprise (ie. non-game)
 for projects at a lower cost, which in turn impacts profitability           clients could reduce resource availability for traditional games
 for established service providers                                           clients, therefore adding risk to their projects

 Lack of willingness on the part of developers / publishers                     onsolidation among service providers could potentially cause
                                                                                C
 to mutually support the training needs of service providers                    a number of issues:
 required to ramp-up on proprietary engines as learning                         • reduce competition among the top companies.
 curve is extensive
                                                                                • lead to rate increases for the top companies that have been
                                                                                  acquired
 Maintaining reliable and sustainable flow of projects, with
 developers / publishers that may be playing wait-and-see                       • o
                                                                                   ne bad decision by the parent company could be
 with the market                                                                  detrimental to all of the entities that have been acquired
                                                                                • w
                                                                                   ork may be sub-contracted to different entities that have
  or longer term, the prospect of tools and tech that
 F                                                                                been acquired
 automate the asset creation process, or make it simple for
 non-experts to perform, therefore moving service provider                       ervice providers moving in to co-development and creating
                                                                                S
 down the value chain                                                           their own IP means they could become future competitors to
                                                                                their current clients
 Inability to hire local talent can hinder some service providers
 from accepting new business, therefore potential clients are                    ack of capacity can mean teams are fighting for the best talent
                                                                                L
 turned away                                                                    and bandwidth

 Some service providers experience an increase in demand                        olitical and economic instability in some countries can cause
                                                                                P
 from companies outside of the games industry. Managing                         issues working with partners
 these new requests with traditional games clients has
 become a struggle
                                                                                 alented artists leaving credible companies to start their own
                                                                                T
                                                                                art studio, but without knowing how to run and establish a
                                                                                credible business

                                              On the importance of effective PLANNING and PRE-PRODUCTION…
                                              “Whether it’s scoping decisions, art direction choices, or game design; teams all too
                                                often enter production with many critical aspects of the game unproven. Ramping up an
                                                external partner without knowing exactly what needs to be built, or how to build it, leads
                                                to wasted work and chaotic production. It stresses both the internal and external teams,
                                                typically resulting in: inconsistent quality, redundant work, technically inefficient content,
                                                and content ‘debt’, that either has to be cleaned up later – or worse, gets propagated
                                                over multiple products. Investment in thorough preproduction, and stress testing
                                                workflows internally – ahead of external ramp-up – mitigates headaches downstream. It
                                                results in higher quality, healthier teams, and ultimately saves money!”

                                                Ricki Martin, Worlds Director, Electronic Arts
GLOSSARY OF TERMS                                                                                                        26

The following definitions may be subject to the context in which they were used in this report.

Co-Development                                                      Industry Professional (buyer)
Cooperative engagement where significant                            An individual under the employment of a
parts of development are shared by a client                         video game developer responsible for
and service provider                                                managing, influencing or decision making
                                                                    for external development.
Conventional Art External Development
(without tool pipeline)                                             Integrated Art Development
A service provider builds art content without                       A developer’s full technical pipeline is used
any tools to integrate or export the assets to                      by the service provider
the developer
                                                                    Photo Real Art
Conventional Art External Development                               Art that is intended to simulate aspects of the
(with partial tool pipeline)                                        real world, whether organic or inorganic,
A service provider builds art content with the                      as realistically as possible
support of tools that allow them to export
content, or use a viewer to check their work                        Service Provider (seller)
                                                                    A third party external partner hired to contribute
Developers / Publishers (buyers)                                    to certain or all aspects of game development
Companies that develop video games and/or
                                                                    Stylized Art
publish games that they own, or publish games
on behalf of other developers                                       Design according to a style or stylistic pattern
                                                                    rather than according to nature or tradition
External Development
The practice of video game developers and
publishers (buyers) leveraging third party service
providers (sellers) in any aspect of development

Full Development
A developer requires a full game to be
developed by service providers
EXTERNAL DEVELOPMENT SUMMIT

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Summit (XDS), please contact us at:

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