2018 insights - External Development Summit

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2018 INSIGHTS on External Development for the Video Game Industry

advancing external development for the games industry

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TABLE OF CONTENTS

04 06 07 11 14 15 16 21 22 26

WHO PARTICIPATED IN THE SURVEY QUICK STATS 2018 EXTERNAL DEVELOPMENT INDUSTRY OBSERVATIONS FINDING AND SELECTING PARTNERS/CLIENTS TOP ISSUES IN ENGAGEMENTS EXTERNAL DEVELOPMENT TOOLS AND TECH RESOURCES PROJECT DISCIPLINES AND PLATFORMS SERVICE PROVIDER AVERAGE RATES BY COUNTRY THE FUTURE OF EXTERNAL DEVELOPMENT GLOSSARY OF TERMS

ABOUT

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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

Chris Wren

Madelynne Kalyk

Kelli Brunton

Andrea Wood, Telfer School of Management Graduate

Producer, EA

XDS Marketing & Communications

Kelli Brunton, Visual Communications

2016

Chair, XDS Advisory Committee

GUEST AUTHOR

Dilber Mann, Senior Project Manager, Capcom Vancouver

CONTENT DIRECTOR

CREATIVE DIRECTOR

WHO PARTICIPATED

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SERVICE PROVIDER OVERVIEW Service Offerings Service providers participating in the report represent a range of different disciplines.

Full SKU Game Development*

32% 19%

Art

14%

Animation 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 Enterprise (non-games) clients. This may in part be due to industries like automotive and retail increasing their usage of gaming technologies, particularly for VR/AR applications. This resulted in an overall decrease in engagements with Multinational Games Developers/ publishers year over year. We also observed an increase in engagements with Online Social Game-Focused Developers.

Multinational Games Developer / Publisher

18%

Small Independent Console Game Developer

15%

Mobile Game-Focused Developer

14%

TV/Media Company

10%

Enterprise Clients

10%

MMO Game-Focused Developer

9%

Motion Picture Company

9%

Online Casino / Gambling

8%

Online Social Game-Focused Developer

7%

MOBA Developer

0%

64%

53%

85%

83%

of service providers surveyed have LESS THAN 50 EMPLOYEES with only 7% having more than 250 EMPLOYEES

of service providers that participated have only ONE LOCATION

of these service providers have been in business for MORE THAN 5 YEARS

of developer/ publishers expect to work with the same service providers again AFTER PROJECT COMPLETION

EMPLOYEES

9% operate out of more than 5 LOCATIONS

LOCATIONS

44% over 10 years 4% less than 2 years

TIME IN BUSINESS

RETURN CUSTOMERS

WHO PARTICIPATED

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DEVELOPER / PUBLISHER OVERVIEW Developer / Publishers Platform Focus 38%

Console games Mobile games

19%

Multi-platform

18%

Browser/PC games VR/AR games

16% 4%

Social Casino games 3% Facebook games

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

1%

• • 50% are the same • < 50% are the same • 100% are the same



75% are the same

5% 2% 15% 78%

5

15

86%

47%

Average team size managing service providers

Average number of service providers a developer / publisher works with annually (+1% change YoY)

Foresee a growth in demand for external development (7% decrease YoY)

Developers/publishers reported an annual spend of $6-10M or greater for external development (10% reported $26M+)

QUICK STATS

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TOP 3

most important factors when selecting a service provider:

1

QUALITY Quality remains in the top spot YoY

2

ART

3

RATES

SKILL SET

Rates moved up into 2nd place YoY

Skill Set (formerly Experience) falls into 3rd YoY”

accounts for 75% of all external development projects

GAME INDUSTRY EVENTS are the #1 place service providers meet new clients

#1 Reason Companies Engage Service Providers: to scale teams to deliver more content & features

2018 DEVELOPMENT INDUSTRY TRENDS OBSERVATIONS 2017EXTERNAL EXTERNAL DEVELOPMENT INDUSTRY OBSERVATIONS

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?

11%

SERVICE PROVIDERS Looking for M&A Targets (19% decrease YoY)

17%

3D Art

17%

VFX

15%

Animation

11%

2D

9% Cinematics 5% Audio 5% Mobile Game Development 5% Console Game Development 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.

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2018 EXTERNAL DEVELOPMENT INDUSTRY TRENDS OBSERVATIONS

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.

TOP 3

areas of increase in the past 12 months

1

Multinational Developers / Publishers

2

Small Independent Console Developers

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

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2018 EXTERNAL DEVELOPMENT INDUSTRY TRENDS

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

2018

16%

17%

14%

31%

2017

0%

n n n n

10%

9%

17%

20%

30%

9%

9%

21%

40%

Multinational Games Developer / Publisher Small Independent Console Game Developer Mobile Game-Focused Developer MMO Game Developer

8%

50%

n n n n

60%

9%

8%

3%

70%

6%

80%

Online Social Game Developer Motion Picture Company TV/Media Company Online Casino/Gambling Company

9%

0%

5%

7%

90%

--

100%

n Enterprise Clients n MOBA Developer

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

15%

18%

14%

26%

2017

0%

n n n n

10%

10%

29%

20%

30%

Multinational Games Developer / Publisher Mobile Game-Focused Developer Small Independent Console Game Developer TV/Media Company

8%

8%

14%

40%

50%

n n n n

60%

8%

9%

70%

Motion Picture Company Online Casino / Gambling MMO Game-Focused Developer Online Social Game-Focused Developer

7%

4%

80%

0%

13%

8%

6%

90%

n Enterprise Clients n MOBA Developer

3% - -

100%

2018 EXTERNAL DEVELOPMENT INDUSTRY TRENDS

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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

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How do you meet the majority of your partners?

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

Referrals

28% Games industry events

14%

Buyer reaches out

13%

Online research

Service Providers 35%

8%

Internal company resources

2% Other

Internal referrals & company resources

32%

Games industry events

“Being focused purely on external development, events like XDS provide a great opportunity for organic networking and for developing deeper relationships outside of production or traditional business environments.”

39%

Developers / Publishers 21%

External partner out-reach/ cold-call

Dennis Cooper, Director of External Production, Telltale Games

2%

6%

SERVICE PROVIDERS: Factors Considered When Accepting a New Client Project The following factors have remained consistent year 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 before accepting new engagements.

1

Potential for future projects

2

Prestige of project/client

3

Rates the client can pay

External industry referrals

Networking sites

FINDING AND SELECTING PARTNERS/CLIENTS

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DEVELOPERS / PUBLISHERS: Factors Considered When Selecting an External Partner

Developers / publishers indicated the most important factors in selecting an external partner are Quality and Rates, with Team Skill Sets (formerly Experience) moving down to third place. Proximity to the partner did not appear as a factor this year, which may indicate that tools and practices for remote collaboration are maturing. Security controls appear higher on the list, perhaps in part due to IBM’s report “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 security can be very costly.

1 2 3 4 5 6 7 8 9 10

QUALITY

RATES

TEAM SKILL SETS

Credibility / Reputation

Previous Clients Projects, Portfolio

Language/Communication Skills

Security Controls

Technology Experience

Studio Leadership

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

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

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TOP ISSUES IN ENGAGEMENTS

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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 service providers as compared to last year. Topping the list, and new for 2018, is “Shifting project schedules and delays”. Also new to the list is “Legal negotiations drawn out”.

There was more consistency to the priority of top issues reported by developers / publishers, however “Poor quality deliverables” moved to the top of the list from fourth place. “Partners lack 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 their insights on the state of external development (view full video below). Two questions addressed the challenges that service providers commonly face.

On incomplete documentation… “Be proactive if you encounter challenges with your client 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

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

SERVICE PROVIDERS

DEVELOPERS / PUBLISHERS

Jira Excel Trello Shotgun

Jira Shotgun Excel Hansoft

Communication

Skype Email Slack

Email Skype

File Transfer

Dropbox FTP Aspera Faspex Google Drive Perforce

Aspera Faspex FTP Perforce

Art Review

Shotgun Email Trello Basecamp

Shotgun Email

Code Review

Github Code Collaborator

External Company Database (CRM)

Pipedrive Salesforce Hubspot

Internal tool

Unity Unreal

Unreal Internal engine Unity

Project Management

Engines

Emerging Tools

For the third year in a row, Substance was named as the top emerging tool adopted by service providers.

Github

PROJECT DISCIPLINES AND PLATFORMS

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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% Conventional Art External Development with partial tool pipeline

28%

25%

Integrated Art Development full pipeline

Convectional Art External Development without tool pipeline

14% 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

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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.

27%

Stylized

PROJECT TYPES BY

ART STYLE

3%

Cartoon

63%

Photo Real

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%

10%

10%

21%

21% 13%

11%

3%

months 12

>12

PROJECT DISCIPLINES AND PLATFORMS

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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 to tackle this type of work. As developers / publishers face increasing challenges to hire locally, we expect to see more VFX and UI/UX work going out of house. Cinematics has moved up to 3rd spot to remain internal. It’s possible that year over year, developers / publishers that used service providers for cinematic work were not happy with the end results (speaks to QUALITY being the overall #1 issue encountered by developers / publishers). There are also a limited number of service providers delivering high-end cinematic services – a number of whom may be challenged by lack of capacity due to work with non-games clients, like motion picture an TV. We also observed a decrease in 2D artwork remaining internal. Mobile developers / publishers may be discovering the cost-saving benefits of utilizing external partners for this type of work, in addition allowing them to focus internally on maintaining live services, analytics and building new features.

% of Companies Reporting Disciplines Remain Internal



Remains Internal

VFX 31% UI Icons

22%

Cinematics 19% 3D Animation

12%

2D Vehicles

9%

2D Weapons

9%

2D Environments

8%

2D Props

8%

2D Animation

7%

Concept Art

6%

2D Characters

4%

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

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ENGINEERING Disciplines Remaining Internal Although Rapid Prototyping and Engine development stayed in the top 3 disciplines developers / publishers keep internal, across the board we observed a significant DECREASE in the percentage of engineering related disciplines remaining internal. Rapid Prototyping generally remains internal as developers / publishers prefer core, creative teams to innovate and iterate efficiently, without the added challenge of external communication. Front-end Development witnessed the most noticeable drop as a discipline to remain internal. This may in part be due to this type of work being less complex, and therefore easier to define as discrete work. As a result, a greater number of service providers are offering capabilities in this area. As games continue to become larger and more complex, and local talent is harder to find, developers / publishers are looking to service providers to support engineering efforts. As a result, engineering disciplines offered by service providers are maturing and becoming more readily available.

% of Companies Reporting Disciplines Remain Internal



Remains Internal

Rapid prototyping

45%

Engine development

44%

Telemetry 38% Server-Side development

35%

Tools development

31%

Web development

30%

Full SKU console development

30%

Console game modes

26%

Full SKU mobile development

26%

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

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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

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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

Ukraine

$ 5,742

USA

$ 10,076

Vietnam

$ 4,312

$ 14,355

USA continues to have the highest average staff month rates in Art & Development

THE FUTURE OF EXTERNAL DEVELOPMENT

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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 higherfidelity 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

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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

In what areas have developers / publishers seen a growing demand for external services in the PAST 12 MONTHS?

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In what areas do developers / publishers expect to see growth/demand in the 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 OF EXTERNAL DEVELOPMENT THE FUTURE OF EXTERNAL DEVELOPMENT

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Main concerns about the future of external development SERVICE PROVIDERS

DEVELOPERS / PUBLISHERS

Greater number of competitors in emerging markets are vying for projects at a lower cost, which in turn impacts profitability for established service providers

Service providers taking on more enterprise (ie. non-game) clients could reduce resource availability for traditional games clients, therefore adding risk to their projects

Lack of willingness on the part of developers / publishers to mutually support the training needs of service providers required to ramp-up on proprietary engines as learning curve is extensive



 onsolidation among service providers could potentially cause C a number of issues:



• reduce competition among the top companies.



• lead to rate increases for the top companies that have been acquired



• o  ne bad decision by the parent company could be detrimental to all of the entities that have been acquired



• w  ork may be sub-contracted to different entities that have been acquired



 ervice providers moving in to co-development and creating S their own IP means they could become future competitors to their current clients



 ack of capacity can mean teams are fighting for the best talent L and bandwidth



 olitical and economic instability in some countries can cause P issues working with partners



 alented artists leaving credible companies to start their own T art studio, but without knowing how to run and establish a credible business

Maintaining reliable and sustainable flow of projects, with developers / publishers that may be playing wait-and-see with the market  or longer term, the prospect of tools and tech that F automate the asset creation process, or make it simple for non-experts to perform, therefore moving service provider down the value chain Inability to hire local talent can hinder some service providers from accepting new business, therefore potential clients are turned away Some service providers experience an increase in demand from companies outside of the games industry. Managing these new requests with traditional games clients has become a struggle

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 Cooperative engagement where significant parts of development are shared by a client and service provider Conventional Art External Development (without tool pipeline) A service provider builds art content without any tools to integrate or export the assets to the developer Conventional Art External Development (with partial tool pipeline) A service provider builds art content with the support of tools that allow them to export content, or use a viewer to check their work Developers / Publishers (buyers) Companies that develop video games and/or publish games that they own, or publish games on behalf of other developers 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

Industry Professional (buyer) An individual under the employment of a video game developer responsible for managing, influencing or decision making for external development. Integrated Art Development A developer’s full technical pipeline is used by the service provider Photo Real Art Art that is intended to simulate aspects of the real world, whether organic or inorganic, as realistically as possible Service Provider (seller) A third party external partner hired to contribute to certain or all aspects of game development Stylized Art Design according to a style or stylistic pattern rather than according to nature or tradition

EXTERNAL DEVELOPMENT SUMMIT

For more information about the External Development Summit (XDS), please contact us at: [email protected] www.xdsummit.com