Video game developer

A video game developer is a software developer that specializes in video game development – the process and related disciplines of creating video games.[1][2] A game developer can range from one person who undertakes all tasks[3] to a large business with employee responsibilities split between individual disciplines, such as programming, design, art, testing, etc. Most game development companies have video game publisher financial and usually marketing support.[4] Self-funded developers are known as independent or indie developers and usually make indie games.[5]

A developer may specialize in a certain video game console (such as Nintendo's Nintendo Switch, Microsoft's Xbox One, Sony's PlayStation 4), or may develop for a number of systems (including personal computers and mobile devices). Video-game developers specialize in certain types of games (such as role-playing video games or first-person shooters). Some focus on porting games from one system to another, or translating games from one language to another. Less commonly, some do software-development work in addition to games.

Most video game publishers maintain development studios (such as Electronic Arts's EA Canada, Square Enix's studios, Activision's Radical Entertainment, Nintendo EAD and Sony's Polyphony Digital and Naughty Dog). However, since publishing is still their primary activity they are generally described as "publishers" rather than "developers". Developers may be private as well (such as how Bungie was, the company which developed the Halo series exclusive to Microsoft's Xbox).

Types

First-party developer

In the video game industry, a first-party developer is part of a company which manufactures a video game console and develops exclusively for it. First-party developers may use the name of the company itself (such as Nintendo), have a specific division name (such as Sony's Polyphony Digital) or have been an independent studio before being acquired by the console manufacturer (such as Rare or Naughty Dog).[6] Whether by purchasing an independent studio or by founding a new team, the acquisition of a first-party developer involves a huge financial investment on the part of the console manufacturer, which is wasted if the developer fails to produce a hit game in a timely manner.[7] However, using first-party developers saves the cost of having to make royalty payments on a game's profits.[7]

Second-party developer

Second-party developer is a colloquial term often used by gaming enthusiasts and media to describe game studios who take development contracts from platform holders and produce games exclusive to that platform.[8] As a balance to not being able to release their game for other platforms, second-party developers are usually offered higher royalty rates than third-party developers.[7] These studios may have exclusive publishing agreements (or other business relationships) with the platform holder, but maintain independence so upon completion or termination of their contracts are able to continue developing games. Examples are Insomniac Games (originally a 2nd party for Sony), Bungie (originally a 2nd party for Microsoft) and Rareware (originally a 2nd party for Nintendo).

Third-party developers

Activision in 1979 became the first third-party video game developer,[9] where the term "second-party" originally referred to the consumers. A third-party developer may also publish games, or work for a video game publisher to develop a title. Both publisher and developer have considerable input in the game's design and content. However, the publisher's wishes generally override those of the developer.

The business arrangement between the developer and publisher is governed by a contract, which specifies a list of milestones intended to be delivered over a period of time. By updating its milestones, the publisher verifies that work is progressing quickly enough to meet its deadline and can direct the developer if the game is not meeting expectations. When each milestone is completed (and accepted), the publisher pays the developer an advance on royalties. Successful developers may maintain several teams working on different games for different publishers. Generally, however, third-party developers tend to be small, close-knit teams. Third-party game development is a volatile sector, since small developers may be dependent on income from a single publisher; one canceled game may be devastating to a small developer. Because of this, many small development companies are short-lived.

A common exit strategy for a successful video-game developer is to sell the company to a publisher, becoming an in-house developer. In-house development teams tend to have more freedom in the design and content of a game compared to third-party developers. One reason is that since the developers are employees of the publisher, their interests are aligned with those of the publisher; the publisher may spend less effort ensuring that the developer's decisions do not enrich the developer at the publisher's expense.

In recent years, larger publishers have acquired several third-party developers. While these development teams are now technically "in-house", they often continue to operate in an autonomous manner (with their own culture and work practices). For example, Activision acquired Raven (1997); Neversoft (1999), which merged with Infinity Ward in 2014; Z-Axis (2001); Treyarch (2001); Luxoflux (2002); Shaba (2002); Infinity Ward (2003) and Vicarious Visions (2005). All these developers continue operating much as they did before acquisition, the primary differences being exclusivity and financial details. Publishers tend to be more forgiving of their own development teams going over budget (or missing deadlines) than third-party developers.

A developer may not be the primary entity creating a piece of software, usually providing an external software tool which helps organize (or use) information for the primary software product. Such tools may be a database, Voice over IP, or add-in interface software; this is also known as middleware. Examples of this include SpeedTree and Havoc.

Indie game developers

Independents are software developers which are not owned by (or dependent on) a single publisher. Some of these developers self-publish their games, relying on the Internet and word of mouth for publicity. Without the large marketing budgets of mainstream publishers, their products may receive less recognition than those of larger publishers such as Sony, Microsoft or Nintendo. With the advent of digital distribution of inexpensive games on game consoles, it is now possible for indie game developers to forge agreements with console manufacturers for broad distribution of their games.

Other indie game developers create game software for a number of video-game publishers on several gaming platforms. In recent years this model has been in decline; larger publishers, such as Electronic Arts and Activision, increasingly turn to internal studios (usually former independent developers acquired for their development needs).

Quality of life

Video-game development is usually conducted in a casual business environment, with T-shirts and sandals common work attire. Many workers find this type of environment rewarding and pleasant professionally and personally.[10] However, the industry also requires long working hours from its employees (sometimes to an extent seen as unsustainable).[11] Employee burnout is not uncommon.[10]

An entry-level programmer can make, on average, over $66,000 annually only if they are successful in obtaining a position in a medium to large video game company.[12] An experienced game-development employee, depending on his or her expertise and experience, averaged roughly $73,000 in 2007.[13] Indie game developers may only earn between $10,000 to $50,000 a year depending on how financially successful their titles are.[14]

In addition to being part of the software industry, game development is also within the entertainment industry; most sectors of the entertainment industry (such as films and television) require long working hours and dedication from their employees, such as willingness to relocate and/or required to develop games that do not appeal to their personal taste. The creative rewards of work in the entertainment business attracts labor to the industry, creating a competitive labor market which demands a high level of commitment and performance from employees. Industry communities, such as the International Game Developers Association (IGDA), are conducting increasing discussions about the problem; they are concerned that working conditions in the industry cause significant deterioration in its employees' quality of life.[15][16]

"Crunch time"

Some video game developers (such as Electronic Arts) have been accused of the excessive invocation of "crunch time".[17] "Crunch time" is the point at which the team is thought to be failing to achieve milestones needed to launch a game on schedule. The complexity of work flow and the intangibles of artistic and aesthetic demands in video-game creation create difficulty in predicting milestones.

Most game-development engineers and artists in the United States are considered salaried employees; as "exempt non-hourly-paid professionals", they are not subject to state laws governing overtime.[18] An exception is California, where software developers are specifically protected by a minimum hourly wage to be considered exempt.[19] In 2008, due to the amendment to California Labor Code Section 515.5 by Bill SB 929,[20] the minimum wage was $36 per hour (or $74,880 per year).

Attention to "crunching" was drawn by a 2004 blog post entitled ea_spouse.[21] The protest against crunch time was posted by Erin Hoffman (fiancée of Electronic Arts developer Leander Hasty), who contended that her life was being indirectly destroyed by the company's work policy. This led to debate in the industry but no visible changes until March 2005, when Electronic Arts announced internally that it was planning to extend overtime pay to some employees not currently eligible. As senior game developers age and family responsibilities become more important, many companies are moderating the worst crunch-time practices to attract better-quality staff.[22]

A similar situation was brought to light in January 2010, when a collective group of "Rockstar Spouses", the spouses of developers at Rockstar San Diego, posted an open letter criticizing the management of the studio for deteriorating working conditions for their significant other since March 2009, which included excessive crunch time. This was followed by several former Rockstar employees posting similar complaints of their time there.[23][24] The International Game Developers Association considered that Rockstar's working conditions were exploitative and harmful.[25] A similar concern of crunch time at the same studio arose near the release of Red Dead Redemption 2 in October 2018.[26]

Crunch time may or may not hamper a game's quality. Despite the crunch, both Red Dead Redemption games above were critically praised; similarly, Retro Studios' Metroid Prime and Metroid Prime 2: Echoes, both which included periods of crunch time,[27][28][29] are also recognized as high-quality games that were critically acclaimed upon release.[30][31] On the other hand, Sonic Team's 2006 Sonic the Hedgehog game was rushed in development to meet deadlines for holiday sales that year, suffering in quality, and has become known as one of poorest-received video games.[32] More recent, crunch time at Starbreeze Studios and Overkill Software in developing Overkill's The Walking Dead, principally from multiple switches in game engine requiring nearly full restarts each time, led to a product that was critically panned for its quality and gameplay, and left both studios in financial distress.[33]

Unionization

Similar to other tech industries, video game developers are typically not unionized. This is a result of the industry being driven more by creativity and innovation rather than production, the lack of distinction between management and employees in the white-collar area, and that the pace at which the industry moves that makes union actions difficult to plan out.[34] However, when situations related to crunch time become prevalent in the news, there have typically been followup discussions towards the potential to form a union.[34] A survey performed by the International Game Developers Association in 2014 found that more than half of the 2,200 developers surveyed favored unionization.[35]

In 2016, voice actors in the Screen Actors Guild‐American Federation of Television and Radio Artists (SAG-AFTRA) union doing work for video games struck several major publishers, demanding better royalty payments and provisions related to the safety of their vocal performances, when their union's standard contract was up for renewal. The voice actor strike lasted for over 300 days into 2017 before a new deal was made between SAG-AFTRA and the publishers. While this had some effects on a few games within the industry, it brought to the forefront the question of whether video game developers should unionize.[34][36][37]

A grassroots movement, Game Workers Unite, was established around 2017 to discuss and debate issues related to unionization of game developers. The group came to the forefront during the March 2018 Game Developers Conference by holding a roundtable discussion with the International Game Developers Association (IDGA), the professional association for developers. Statements made by the IDGA's current executive director Jen MacLean relating to IGDA's activities had been seen by as anti-union, and Game Workers Unite desired to start a conversation to lay out the need for developers to unionize.[38] In the wake of the sudden near-closure of Telltale Games in September 2018, the movement again called out for the industry to unionize. The movement argued that Telltale had not given any warning to its 250 employees let go, having hired additional staff as recently as a week prior, and left them without pensions or health-care options; it was further argued that the studio considered this a closure rather than layoffs, as to get around failure to notify required by the Worker Adjustment and Retraining Notification Act of 1988 preceding layoffs.[39] The situation was argued to be "exploitive", as Telltale had been known to force its employees to frequently work under "crunch time" to deliver its games.[40] By the end of 2018, a United Kingdom trade union, Game Workers Unite UK, an affliate of the Game Workers Unite movement, has been legally established.[41]

A survey of over 4,000 game developers run by the Game Developers Conference in early 2019 found that 47% of respondents felt the video game industry should unionize.[42]

Following Activision Blizzard's financial report for the previous quarter in February 2019, the company said that they would be laying off around 775 employees (about 8% of their workforce) despite having record profits for that quarter. Further calls for unionization came from this news, including the AFL-CIO writing an open letter to video game developers encouraging them to unionize.[43]

Women in game development

In 1989, according to Variety, women constituted only 3% of the gaming industry.[44] In 2013, Gary Carr (the creative director of Lionhead Studios) predicted that within the next 5 to 10 years, the games development workforce would be 50% female.[44] According to Gamasutra's Game Developer Salary Survey 2014, women in the United States made 86 cents for every dollar men made. Game designing women had the closest equity, making 96 cents for every dollar men made in the same job, while audio professional women had the largest gap, making 68% of what men in the same position made.[45]

See also

References

  1. ^ Bethke, Erik (2003). Game development and production. Texas: Wordware Publishing, Inc. p. 4. ISBN 1-55622-951-8.
  2. ^ McGuire, Morgan; Jenkins, Odest Chadwicke (2009). Cre ating Gmes: Mechanics, Content, and Technology. Wellesley, Massachusetts: A K Peters. p. 25. ISBN 978-1-56881-305-9.
  3. ^ Bob, Ogo. "Electronic Game School". Teacher.
  4. ^ Bates, Bob (2004). Game Design (2nd ed.). Thomson Course Technology. p. 239. ISBN 1-59200-493-8.
  5. ^ Gnade, Mike (July 15, 2010). "What Exactly is an Indie Game?". The Indie Game Magazine. Archived from the original on September 22, 2013. Retrieved January 9, 2011.
  6. ^ Ahmed, Shahed. "Naughty Dog discusses being acquired by Sony". GameSpot.
  7. ^ a b c "Is Your Favorite Game Company Ripping You Off?". Next Generation. No. 30. Imagine Media. June 1997. pp. 39–40.
  8. ^ "The Next Generation 1996 Lexicon A to Z: Second Party". Next Generation. No. 15. Imagine Media. March 1996. p. 40.
  9. ^ "Stream of video games is endless". Milwaukee Journal. 1982-12-26. pp. Business 1. Retrieved 10 January 2015.
  10. ^ a b McKay, Brett; McKay, Kate (September 29, 2010). "So You Want My Job: Video Game Producer". The Art of Manliness. Retrieved May 30, 2014.
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  12. ^ "Top Gaming Studios, Schools & Salaries". Big Fish Games. Retrieved 30 July 2013.
  13. ^ The Game Industry Salary Survey 2007 however, different regions and costs of living will add a wide range to the minimum and maximum pay scales. Most larger developers such as Ubisoft will include profit-sharing plans, royalty payments or performance-related bonuses to reward their employees. from GameCareerGuide.com
  14. ^ "Game Developer Salary Survey 2014: The results are in!".
  15. ^ Robinson, Evan (2005). "Why Crunch Mode Doesn't Work: Six Lessons". IGDA.
  16. ^ Harkins, Peter Bhat (5 April 2009). "The Game Industry". Push.cox.
  17. ^ Frauenheim, Ed (11 November 2004). "No fun for game developers?". CNet News.
  18. ^ Exemptions from Minimum Wage and Overtime from Texas Workforce Commission
  19. ^ IWC. "California Code of Regulations, Title 8, Section 11170. Miscellaneous Employees". www.dir.ca.gov. Retrieved 6 November 2018.
  20. ^ Cogdill. "SB 929 Senate Bill - CHAPTERED". www.leginfo.ca.gov. Retrieved 6 November 2018.
  21. ^ 'EA Spouse' Weblog Raises Issues On Game Development Quality Of Life from Gamasutra
  22. ^ Crunch Time Archived 2010-07-16 at the Wayback Machine from RockBand.com
  23. ^ Bramwell, Tom (January 11, 2010). ""Rockstar Spouse" attacks dev conditions". Eurogamer. Retrieved October 31, 2017.
  24. ^ Brice, Kath (January 11, 2010). ""Rockstar Spouse" accuses dev of pushing its employees "to the brink"". GamesIndustry.biz. Retrieved October 31, 2017.
  25. ^ McWhertor, Michael (January 14, 2010). "IGDA Condemns Alleged Rockstar Work Conditions As "Exploitative, Harmful"". Kotaku. Retrieved October 31, 2017.
  26. ^ Schreier, Jason (October 23, 2018). "Inside Rockstar Games' Culture Of Crunch". Kotaku. Retrieved October 23, 2018.
  27. ^ Casamassina, Matt (August 28, 2009). "A Space Bounty Hunter in Texas". IGN. Archived from the original on September 28, 2012. Retrieved April 28, 2010.
  28. ^ "Post game report: Retro Studios talk Metroid Prime 2 Echoes". Computer and Video Games. December 3, 2004. Archived from the original on March 9, 2012. Retrieved November 30, 2008.
  29. ^ 社長が訊く『メトロイドプライム3 コラプション』 [Iwata Asks: Metroid Prime 3: Corruption] (in Japanese). Nintendo. Archived from the original on January 5, 2012. Retrieved January 31, 2012.
  30. ^ "Metroid Prime reviews". Metacritic. Archived from the original on November 21, 2010. Retrieved September 8, 2006.
  31. ^ "Metroid Prime 2: Echoes Reviews". Game Rankings. Archived from the original on March 9, 2009. Retrieved October 18, 2008.
  32. ^ Fahey, Mike (November 15, 2016). "Ten Years Ago Sonic The Hedgehog Was At Its Worst". Kotaku Australia. Gawker Media. Archived from the original on November 17, 2016. Retrieved March 18, 2017.
  33. ^ Yin-Poole, Wesley (January 28, 2019). "The fall of Starbreeze". Eurogamer. Retrieved January 28, 2019.
  34. ^ a b c Maiberg, Emanuel (February 22, 2017). "Walk the Line". Vice. Archived from the original on February 22, 2017. Retrieved February 23, 2017.
  35. ^ Sinclair, Brendan (June 24, 2014). "56% of devs in favor of unionizing - IGDA". GamesIndustry.biz. Retrieved March 22, 2018.
  36. ^ Crecente, Brian (March 21, 2018). "Union Reps Meet With Game Devs About Unionization". Glixel. Retrieved March 22, 2018.
  37. ^ Williams, Ian (March 23, 2018). "After Destroying Lives For Decades, Gaming Is Finally Talking Unionization". Vice. Retrieved March 23, 2018.
  38. ^ Frank, Allegra (March 21, 2018). "This is the group using GDC to bolster game studio unionization efforts". Polygon. Retrieved September 24, 2018.
  39. ^ Gach, Ethan (September 24, 2018). "Telltale Employees Left Stunned By Company Closure, No Severance". Kotaku. Retrieved September 24, 2018.
  40. ^ Handradan, Matthew (September 24, 2018). "Telltale's treatment of staff "a problem endemic in the industry"". GamesIndustry.biz. Retrieved September 24, 2018.
  41. ^ Fogel, Stephanie (December 14, 2018). "Game Workers Unite UK Is That Country's First Games Industry Union". Variety. Retrieved January 29, 2019.
  42. ^ Takahashi, Dean (January 24, 2019). "GDC survey: Half of game developers support unionization, believe Steam is too greedy". Venture Beat. Retrieved January 24, 2019.
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  44. ^ a b Marc Graser (October 1, 2013). "Videogame Biz: Women Still Very Much in the Minority". Variety. Retrieved 2013-10-20.
  45. ^ Graft, Kris (July 22, 2014). "Gender wage gap: How the game industry compares to the U.S. average". Gamasutra. Retrieved December 27, 2015.

External links

Accolade (company)

Infogrames North America, Inc. (formerly Accolade, Inc.) was an American video game developer and publisher based in San Jose, California. The company was founded as Accolade in November 1984 by Alan Miller and Bob Whitehead, who had previously co-founded Activision in October 1979.

In April 1999, Accolade was acquired by French video game company Infogrames Entertainment for a combined sum of US$60 million, of which US$50 million in cash and US$10 million in growth capital, and was renamed Infogrames North America, Inc. The company chief executive officer, Jim Barnett, was named head of Infogrames Entertainment's American distribution subsidiary. In December 1999, Infogrames additionally acquired a controlling stake in GT Interactive for a total investment of US$135 million, and renamed it Infogrames, Inc.On September 11, 2000, Infogrames North America was acquired by Infogrames, Inc. for 28 million market shares transitioned to Infogrames Entertainment, effectively merging Infogrames North America into a newly founded, wholly owned subsidiary of Infogrames, Inc.In June 2017, Hong Kongese holding company Billionsoft announced that they had acquired the "Accolade" label, and announced Bubsy: The Woolies Strike Back, in cooperation with developer Black Forest Games and publisher Tommo, to be the first game released under it.

Curve Digital

Curve Digital Limited (formerly Curve Studios Limited) is a British video game publisher based in London, England, founded in 2005 by Jason Perkins.

David Jones (video game developer)

David Scott Jones (born October 1965) is a Scottish video game programmer and entrepreneur who co-founded video game developers DMA Design (now Rockstar North) in 1987, Realtime Worlds in 2002, and Cloudgine in 2012. Jones created Lemmings and Grand Theft Auto, which both spawned many successful sequels. He also created the Crackdown franchise for the Xbox 360 and Xbox One consoles, and the open-ended massively multiplayer online game, APB: All Points Bulletin.

Haemimont Games

Haemimont Games AD is a Bulgarian video game developer founded by Gabriel Dobrev in September 1997 and based in Sofia. The company primarily focuses on producing simulation, city-building and ancient history strategy games but has developed titles in the role-playing genre as well. It has about 60 employees, making it Bulgaria's largest video game developer.

Independent video game development

Independent video game development, or indie game development, is the video game development process of creating indie games; these are video games, commonly created by individual or small teams of video game developers and usually without significant financial support of a video game publisher or other outside source. These games may take years to be built from the ground up or can be completed in a matter of days or even hours depending on complexity, participants, and design goal.

Driven by digital distribution, the concept of independent video game development has spawned an "indie" movement. The increase in popularity of independent games has allowed increased distribution on popular gaming platforms such as the PlayStation Network, Nintendo eShop, Xbox Live and Steam.

List of acquisitions by Electronic Arts

Electronic Arts is a company that is an American developer, marketer, publisher, and distributor of computer and video games, that was founded in 1982. Products of the company include EA Sports franchises, Sims, and other titles on both handheld and home gaming consoles.Electronic Arts often acquires new companies to expand or add to new product lines. For instance, EA chairman and chief executive officer Larry Probst said after the acquisition of JAMDAT Mobile that "we intend to build a leading global position in the [...] business of providing games on mobile phones". EA followed through with this later, making the company into EA Mobile, and allowing people to purchase and download content produced by them directly onto their phones. After the acquisition of Origin Systems, some staff in that company claimed that Electronic Arts initially gave them more resources, but allowed little latitude if employees made a mistake, and in some cases no longer trusted them, and even worked against them. EA has shut down entire companies or the studios thereof after acquiring them, including the studio DICE Canada, Origin Systems, EA Chicago (NuFX), and Pandemic Studios. Gaming blogger Brian Crecente has said that fears that EA doesn't care about the quality of their products after they are acquired are debatable.As of February 2015, Electronic Arts' largest acquisition is the purchase of VG Holding Corp., the then-owner of video game developers BioWare and Pandemic Studios, for $775 million. Of the 39 companies acquired by EA, 20 are based in the U.S., five in the United Kingdom, six in Continental Europe, and eight elsewhere. Some of these companies or their respective studios, however, are now defunct. Of the six companies which EA purchased a stake in, two remaining companies are based in the U.S., while three other U.S. companies are defunct. After acquiring a 19.9% stake in France-based Ubisoft in 2004, EA sold a remaining 14.8% stake in it in 2010.Each acquisition listed is for the entire company, unless otherwise noted. The acquisition date listed is the date of the agreement between Electronic Arts (EA) and the subject of the acquisition. Unless otherwise noted, the value of each acquisition is listed in U.S. dollars, because EA is headquartered in the U.S. If the value of the acquisition is not listed, then it is undisclosed. If the EA service that is derived from the acquired company is known, then it is also listed. According to data from Pitch Book via VentureBeat, the company has spent about $2.9 Billion on its 10 biggest acquisitions since 1992

List of video game publishers

This is a list of video game publisher companies. A video game publisher may specialize in only publishing games for developers, or may either have in-house development studios or own subsidiary development companies. Some developers may publish their games themselves.

This list includes both active and inactive companies. Active publishers are either run independently or as a subsidiary of another company. Inactive publishers may either be defunct outright or still exist but no longer involved in video game publishing.

Phil Fish

Philippe Poisson (born 1984), better known as Phil Fish, is a French-Canadian former indie game designer best known for his work on the 2012 platform game Fez published by his company, Polytron Corporation. He was born and raised in Quebec, where his experiences with Nintendo games in his youth would later influence his game design. He studied game design at the Montreal National Animation and Design Centre, and worked at Ubisoft and Artificial Mind and Movement before starting Polytron in 2008.

Fish was a founding member of Kokoromi, a collective that explores experimental gameplay ideas, and organized Montreal's annual GAMMA games events. While Fez was in development, Fish worked on other unreleased games at Polytron including SuperHyperCube and Power Pill.

Fez was released in April 2012 to widespread acclaim after a protracted five-year development cycle. Its final phases of development were shown in the 2012 documentary Indie Game: The Movie, which brought Fish fame unusual for game developers. Following an online argument in July 2013, Fish publicly announced his exit from game development, citing long-term mistreatment by the industry.

Rocksteady Studios

Rocksteady Studios Limited is a British video game developer based in Kentish Town, London. Founded on 13 December 2004, they are best known for their work in the Batman: Arkham series. The company is a subsidiary of Warner Bros. Interactive Entertainment.

Saffire Corporation

Saffire, Inc., doing business as Saffire Corporation, was an American video game developer located in Salt Lake City, Utah. It was known for both porting games and creating original titles. The company was founded as Cygnus Multimedia Productions, Inc. by Les Pardew in his basement in 1993, employing six people in total.

In 1994, it changed its name to Saffire Corporation and was later headed up by Sculptured Software co-founder Hal Rushton. They released their last title, Thunderbirds, in 2004 and went out of business in 2007.

Sandlot (company)

Sandlot is a Japanese video game developer that is known for its very unusual and inventive control and gameplay mechanics. The company was founded in March 2001 and is composed of former employees from Human Entertainment.

Sting Entertainment

Sting Entertainment (株式会社スティング) is a Japanese game development studio. Some of their titles include Treasure Hunter G, Evolution: The World of Sacred Device, and the Dept. Heaven series of games. Its active properties currently include Baroque, Dokapon, and the Dept. Heaven series.

On March 10, 2009, Atlus and Sting announced a partnership where Sting games would be published by Atlus in Japan. Atlus also expressed an interest in having Sting develop Atlus games.In March 2012, Sting and fellow game developer Idea Factory formed a partnership, wherein members from both companies would collaborate to create games that would showcase both their talents. Titles developed by both companies were released under the label of Super Sting. Their first title, Generation of Chaos: Pandora’s Reflection, was released three months later, in July 2012.

Stormfront

Stormfront may refer to:

A weather front

Stormfront Studios, a video game developer

Stormfront (website), a white nationalist, white supremacist and neo-Nazi Internet message forum, notable for being the first major hate website

Stormfront, a set from the Pokémon Trading Card Game

Team Soho

Team Soho was a British video game developer based in Soho, London and a subsidiary of Sony Computer Entertainment. They started out developing a combat flight simulator video game for the PlayStation 2 called Dropship: United Peace Force. They went on to develop an action-adventure open world video game for the PlayStation 2 called The Getaway in 2002, before merging with Studio Camden to form SCE London Studio, although the Team Soho brand was retained for The Getaway's sequel The Getaway: Black Monday in 2004.

The Coalition (company)

The Coalition (formerly Zipline Studios, Microsoft Game Studios Vancouver and Black Tusk Studios) is a Canadian video game developer based in Vancouver, British Columbia, and a subsidiary of Microsoft Studios. The Coalition is best known for developing games in the Gears of War series after the franchise's acquisition by Microsoft Studios from Epic Games.

Treyarch

Treyarch is an American video game developer, founded in 1996 by Peter Akemann and Doğan Köslü, and acquired by Activision in 2001. Located in Santa Monica, California, it is known for its work for the Call of Duty series, with some other games in the series developed by Infinity Ward and Sledgehammer Games.

Video game publisher

A video game publisher is a company that publishes video games that have been developed either internally by the publisher or externally by a video game developer. As with book publishers or publishers of DVD movies, video game publishers are responsible for their product's manufacturing and marketing, including market research and all aspects of advertising.

They often finance the development, sometimes by paying a video game developer (the publisher calls this external development) and sometimes by paying an internal staff of developers called a studio. The large video game publishers also distribute the games they publish, while some smaller publishers instead hire distribution companies (or larger video game publishers) to distribute the games they publish. Other functions usually performed by the publisher include deciding on and paying for any licenses used by the game; paying for localization; layout, printing, and possibly the writing of the user manual; and the creation of graphic design elements such as the box design. Some large publishers with vertical structure also own publishing subsidiaries (labels).

Large publishers may also attempt to boost efficiency across all internal and external development teams by providing services such as sound design and code packages for commonly needed functionality.

Because the publisher often finances development, it usually tries to manage development risk with a staff of producers or project managers to monitor the progress of the developer, critique ongoing development, and assist as necessary. Most video games created by an external video game developer are paid for with periodic advances on royalties. These advances are paid when the developer reaches certain stages of development, called milestones.

Video gaming in the Czech Republic

The video game industry in the Czech Republic has produced numerous globally successful video games such as Operation Flashpoint: Cold War Crisis and the subsequent ArmA series, the Mafia series, Truck Simulator series, the Samorost series and others. There were 300–400 video game developers and around 30 video game companies focusing on video game development in 2014. In 2017 it was 1,100 developers and 47 companies. Video games are also considered by some experts to be the country's biggest cultural export. The video game industry did not enjoy a good reputation and was unsupported by the state until 2013, when the Ministry of Industry and Trade started to seek ways to kickstart the economy. By 2014, programs were planned to support the video game industry. Another problem is a lack of video game development specialization at any university.Czech video game site Bonusweb made a Survey for the best video game developed in the Czech Republic and Slovakia. The victor of the Survey is Mafia: City of Lost Heaven that received 3866 votes out of 13,143. Operation Flashpoint: Cold War Crisis was second and Vietcong third.

Zoë Quinn

Zoë Tiberius Quinn (born 1987) is an American video game developer, programmer, writer, and artist. She developed the interactive fiction game Depression Quest, which was released in 2013. In 2014, a blog post by her ex-boyfriend sparked the Gamergate controversy, in which Quinn was subjected to extensive harassment.

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