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State of Game Development 2009-2010 Survey


Overview Table of Contents Availability

State of Game Development 2009-2010 SurveyOverview

Game Developer Research is pleased to announce the debut of its seventeenth report, the '2009/2010 State of Game Development Survey', a comprehensive research study focused primarily on product and service purchase intentions and related game development practices.

The results of the comprehensive 55 question survey help to illustrate which platforms Western game creators develop for, which market sectors they work in, which tools they use and how much they spend on these tools, and sheds light on which factors determine the target platforms for game development.

In addition to covering demographics, educational issues, and organizational issues, the '2009/2010 State of Game Development Survey' concentrates on the following purchase related topics:

- Purchase involvement by products, services and technologies
- Game development experience and platforms used
- Comprehensive inventory of product/service usage and planned
- Current game project budgets, and when in the cycle products are purchased and how
- Game development platforms/environments used and rationale
- Use of new technologies in current game development projects

The survey was conducted with a sample size of 814 users of Game Developer magazine, Gamasutra, and attendees of the Game Developers Conference, and can be projected to the overall game development community with a margin of error of plus or minus 3.4 percent at a 95 percent confidence level.

Table Of Contents (back to top)


Introduction 7

Methodology 7

Survey Responses 8
Q1. In what state do you work or conduct most of your business? Select the two letter state abbreviation or "Other" if outside the U.S. 8
Q2. Please select your country. 10
Q3. Which of the following best describes your company's primary line of business? 12
Q4. Which of the following best describes your job function? 13
Q5. What is your gender? 15
Q6. How many people are employed at your company (all divisions)? 16
Q7. How many full-time employees are involved with the creation, production, or distribution of games at your company? 17
Q8. How many people do you manage directly or indirectly in your reporting structure? 18
Q9. For which platform(s) are you developing your current or most recent game? 19
Q10. For which console(s) are you developing your current or most recent game? 20
Q11. For which PC/Mac platforms are you developing your current or most recent game? 21
Q12. For which handheld or mobile devices are you developing your current or most recent game? 22
Q13. Please select the top 3 reasons for selecting the target game platform(s) for your current/most recent game. 23
Q14. Which of the following operating system platforms are you using to develop your current or most recent game? 24
Q15. What game genre best fits the game you have most recently worked on or are currently working on? 25
Q16. Which of the following gaming areas are you currently involved with? 26
Q17. In which of the following industries are you currently working on or planning to work on Serious Games projects? For the purpose of this question a serious game is defined as the use of game technology for non-entertainment purposes. 27
Q18. Are you interested in specialized training or continuing education programs to advance your career? 28
Q19. At which point(s) in your game projects do you evaluate and specify the tools and technologies? 29
Q20. What is your role in the following purchasing decisions at your job? 30
- Hardware (products or technologies) 30
- Software (products or technologies) 30
- Services (contract, consulting, outsourcing) 30
Q21. Approximately how much does your company plan to spend between now and the end of 2010 on the following categories? 31
- Hardware (products or technologies) 31
- Software 31
- Services 31
Q22. By what means do you purchase or obtain your development tools? 32
Q23. From what types of reseller(s) do you purchase your development tools? 33
Q24. Which of the following products, tools and services do you use regularly or plan to purchase in the development and maintenance of games? 34
- Which hardware products or technologies do you currently use? 34
- Which hardware products or technologies did you purchase or upgrade in 2009? 34
- Which software products or technologies do you currently use? 35
- Which software products or technologies did you purchase or upgrade in 2009? 36
- Which services do you currently use? 36
- Which services did you purchase or significantly upgrade in 2009? 37
Q25. Please choose the system components that you use regularly in the development of games from the following list of manufacturers 38
- High-End Workstations 38
- Desktop/Laptop 38
- Servers 38
- Data Storage/Backup 39
Q26. Please choose the graphics accelerator cards that you use regularly in the development of games from the following list of manufacturers: 40
Q27. Please choose the professional audio equipment and tools that you use regularly in the development of games from the following list of vendors: 41
- Sound Cards 41
- Sound Composition and Editing/effects 41
- Audio Services 41
Q28. Please choose the commercial game engines that you use regularly in the development of games from the following list of manufacturers: 42
Q29. Please choose the physics middleware that you use regularly in the development of games from the following list of manufacturers: 43
Q30. Please choose the networking middleware that you use regularly in the development of games from the following list of manufacturers : 44
Q31. Please choose the AI middleware that you use regularly in the development of games from the following list of manufacturers : 45
Q32. Please choose the motion capture equipment/software/services you use regularly in the development of games from the following list of vendors: 46
Q33. Please choose the 2D art/image manipulation tools that you use regularly in the development of games from the following list of manufacturers: 47
Q34. Please choose the 3D rendering/modeling/animation tools that you use regularly in the development of games from the following list of manufacturers: 48
Q35. Please choose the video/film editing/effects tools that you use regularly in the development of games from the following list of manufacturers: 49
Q36. Please choose the video codecs/audio codecs that you use regularly in the development of games from the following list of manufacturers: 50
Q37. Please choose the stock media/music/SFX that you use regularly in the development of games from the following list of manufacturers: 51
Q38. My current or most recent game uses the following languages: 52
Q39. Please choose the programming environments / compilers that you use regularly in the development of games from the following list of manufacturers: 53
Q40. Please choose the installers that you use regularly in the development of games from the following list of manufacturers: 54
Q41. Please choose the revision control or management tools you use regularly in the development of games from the following list of manufacturers: 55
Q42. Please choose the debuggers and defect tracking tools that you use regularly in the development of games from the following list of manufacturers: 56
Q43. Please choose the game security/electronic software distribution that you use regularly in the development of games from the following list of manufacturers: 57
Q44. How many high-end workstations do you personally use in the development of games? 58
Q45. From which of the following book publishers do you purchase books relevant to producing games? 59

Appendix 60
Q3. Which of the following best describes your company's primary line of business? 60
Q4. Which of the following best describes your job function? 63
Q12. For which handheld or mobile devices are you developing your current or most recent game? 64
Q13. Please select the top 3 reasons for selecting the target game platform(s) for your current/most recent game 65
Q14. Which of the following operating system platforms are you using to develop your current or most recent game? 67
Q17. In which of the following industries are you currently working on or planning to work on Serious Games projects? For the purpose of this question a serious game is defined as the use of game technology for non-entertainment purposes 68
Q23. From what types of reseller(s) do you purchase your development tools? 69
Q23a. From what types of reseller(s) do you purchase your development tools? 69
Q24. Which of the following products, tools and services do you use regularly or plan to purchase in the development and maintenance of games? 71
Q24a. Which hardware products or technologies do you currently use? 71
Q24b. Which hardware products or technologies did you purchase or upgrade in 2009? 71
Q24c. Which software products or technologies do you currently use? 71
Q24d. Which software products or technologies did you purchase or upgrade in 2009? 71
Q24e. Which services do you currently use? 72
Q24f. Which services did you purchase or significantly upgrade in 2009? 72
Q25. Please choose the system components that you use regularly in the development of games from the following list of manufacturers 73
Q25a. High-End Workstations 73
Q25b. Desktop/Laptop 74
Q25c. Servers 75
Q25d. Data Storage/Backup 76
Q26. Please choose the graphics accelerator cards that you use regularly in the development of games from the following list of manufacturers: 77
Q27. Please choose the professional audio equipment and tools that you use regularly in the development of games from the following list of vendors: 78
Q27a. Sound Cards 78
Q27b. Sound Composition and Editing/effects 79
Q27c. Audio Services 80
Q28. Please choose the commercial game engines that you use regularly in the development of games from the following list of manufacturers: 81
Q29. Please choose the physics middleware that you use regularly in the development of games from the following list of manufacturers: 83
Q30. Please choose the networking middleware that you use regularly in the development of games from the following list of manufacturers : 84
Q31. Please choose the AI middleware that you use regularly in the development of games from the following list of manufacturers : 85
Q32. Please choose the motion capture equipment/software/services you use regularly in the development of games from the following list of vendors: 86
Q33. Please choose the 2D art/image manipulation tools that you use regularly in the development of games from the following list of manufacturers: 87
Q34. Please choose the 3D rendering/modeling/animation tools that you use regularly in the development of games from the following list of manufacturers: 88
Q35. Please choose the video/film editing/effects tools that you use regularly in the development of games from the following list of manufacturers: 89
Q36. Please choose the video codecs/audio codecs that you use regularly in the development of games from the following list of manufacturers: 90
Q37. Please choose the stock media/music/SFX that you use regularly in the development of games from the following list of manufacturers: 91
Q38. My current or most recent game uses the following languages: 92
Q39. Please choose the programming environments / compilers that you use regularly in the development of games from the following list of manufacturers: 94
Q40. Please choose the installers that you use regularly in the development of games from the following list of manufacturers: 96
Q41. Please choose the revision control or management tools you use regularly in the development of games from the following list of manufacturers: 97
Q42. Please choose the debuggers and defect tracking tools that you use regularly in the development of games from the following list of manufacturers: 98
Q43. Please choose the game security/electronic software distribution that you use regularly in the development of games from the following list of manufacturers: 99
Q45. From which of the following book publishers do you purchase books relevant to producing games? 100

Availability (back to top)

The 'State of Game Development 2009-2010 Survey' is now available for paid digital download for a price of US $2,495. Any questions about payment, delivery methods, or further licensing of the data can be directed to Game Developer Research at research@gdmag.com.

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