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Features

2003 Game Development
Salary Survey
This year has been one of true maturation in the game
industry, growing pains and all. To paraphrase Calvin Coolidge,
today more than ever the business of game development is business.
The gulf between game development’s garage roots and Wall Street’s
unrelenting demands is widening. Consolidation has been rampant,
bringing big paydays to some and leaving others out in the cold.
Uncertainty about the future, both technological with regard to
future consoles, and professional with regard to job security, has
been a dominant theme.
Still, at the heart of every underpraised triumph
and big-budget blockbuster alike are the individual men and women
who conjure game magic from the alchemy of programming, art, design,
audio, and production support. Now in its third year, Game Developer’s
annual salary survey examines how such efforts translate into salaries
and perks for thousands of U.S. game developers.
With the help of research firm Audience Insights,
we sent e-mail invitations to Game Developer magazine subscribers,
Game Developers Conference 2003 attendees and Gamasutra.com members
in October 2003, asking them to participate in our annual salary
survey, and we received 4,508 unique responses worldwide.
Not all respondents provided sufficient compensation
information to be included in the findings. We also excluded cases
where the compensation was given at less than $10,000 or greater
than $300,000, or where there was text entered that did not readily
correspond to a compensation figure. We further excluded records
missing key demographic and classification information. As this
article reports U.S. compensation only, we also eliminated the approximately
1,400 non-U.S. respondents, bringing the total sample reflected
in the compensation data presented in the following pages to 2,740.
The sample represented in our salary survey can be
projected to the game developer community with a margin of error
of plus-or-minus 1.8 percent at the 95 percent confidence level.
That means we can say with 95 percent certainty that the aggregate
statistics reported would stay consistent, within the margin of
error, across the entire population.
Every year the game industry garners more attention
from fans and speculators alike. Analysts are no longer projecting
the gangbusters growth rates of the past few years, but many outside
the industry, from film and music especially, are looking for ways
to leverage its crossmedia moneymaking potential. Within the industry,
some are experimenting with more Hollywood-like permutations of
the game business model, including the creation of modular, discipline-centric
teams of programmers, artists, or designers available for contract.
How future evolution of the game business will affect the balance
of power in the industry, and the compensation for developers, remains
to be seen.
Programming
In
the midst of rampant consolidation and talent-shifting in the game
industry, programmers continue to enjoy high salaries relative to
other development disciplines, whether they work on development
tools, gameplay, animation, graphics, physics, networking, AI, or
hardware engineering. But as the next generation of consoles looms,
subtle shifts in the employment market are already taking place
as studios cast an eye to who will carry them smoothly through the
transition. Once again the existing talent pool will face an evolve
or die prospect with new technology.
Valuable
assets in programmers in addition to core technical proficiency
are flexibility, an ability to see the big picture on
a development project, and an understanding of how the business
of game development affects decisionmaking on a project. These qualities
help differentiate the top tier of technical talent that is always
in demand. Battletested leads and technical directors are also extremely
valuable, but scant availability of such positions limits the advancement
prospects of many rank-and-file game programmers.
Art
and Animation
Specialization is more than ever the name of the art game. Unlike
programming positions, which can often be difficult for employers
to fill, a single artist opening can elicit hundreds of applications.
Relative to programmers, artists’ salaries reflect the opposite
extreme of a gulf between demand and supply.
The
driving force in the artist market, whether for painters, modelers,
or animators, has always been raw talent. Those artists and animators
who can push the creative envelope while still respecting technical
parameters are most prized. As more and more artists and animators
migrate to games from Hollywood, this crop of talent must come up
to speed on the technical limitations a game project will place
on their genius.
While
art team size may fluctuate during the course of a project, most
games still get by with one lead artist, or a lead artist and a
lead animator. Artists with management expertise will surely grow
in demand in the next generation as content-creation needs escalate.
Game
Design
Game
design is an extremely competitive field to enter, and entry-level
salaries reflect this fact. However, designers with a few blockbuster
titles under their belt will find their stock rise quickly; there
is a big pay gap between rookie designers and more experienced designers
and leads.
In
our survey, the designation of “game designer” covered game designers,
level designers, and writers. Writing is a hot area of design right
now, receiving more attention in game budgets as consumer expectations
rise for production values in games. Lead designers and creative
directors generally manage others who are implementing gameplay
decisions, leads governing a single title and creative directors
a franchise or portfolio of titles.
The
Employment Picture: Feast and Famine
While
the overall employment picture in the U.S. improved slightly toward
the end of 2003, the game industry was a sea of corporate consolidation
broken by waves of layoffs, shutdowns, and very early strategic
positioning for the next generation. With game production costs
rising, “companies are really looking to bring on fewer and better
talent,” says Mark Alzahov, senior recruiter, R&D, for Vivendi Universal
Games. Still, the question of whether it’s an employer’s or a candidate’s
market remains complicated, depending on what each party has to
offer the other.
“All
positions are highly competitive, and none of our clients wants
to settle for less than the best-qualified candidate,” says game
industry recruiter Mary Margaret Walker, president of Mary-Margaret.com
Recruiting and Business Services. On the other hand, “it is equally
true that our candidates are not desperate, and expect a lot from
a potential future employer.”
So
what puts a candidate in the most-qualified bracket? Understanding
the business of game production with a big-picture perspective on
a project is a big advantage. “Everyone wants talent that can understand
a production schedule, people that are able to stick to a common
goal, from programming to art to design,” says Alzahov. Now that
teamwork and flexibility are key assets, some companies’ layoffs
are opportunistic, according to Jill Zinner, president of game recruiter
Premier Search. These layoffs might target people who have a lot
of experience in the industry but aren’t willing or able to adapt
to new technologies and production models. These castaways are then
having a tougher time finding new homes as the game business matures,
according to Zinner. “They’re going into other industries, business
and edutainment industries. A lot are going into cell phones and
handhelds.”
And
what impact is the bumper crop of students from the growing number
of game-studies specialty schools having on the market for entry-level
talent? “The bulk of that impact is a few years away,” says Zinner.
“The general trend from employers is that they don’t even want to
interview these people unless they have a college degree they had
before they even entered [the game-studies] school.” And while a
lucky few do get hired straight out of such programs, Walker is
“concerned that the programs are giving [students] false hope on
their ability to find a job after successful completion of the program.”
As
the game industry continues to mature in the next few years, the
asset of adaptability and ability to mentor will serve those who
remain in the industry well, as new people come in from schools
and related industries, such as effects and animation. True maturity,
according to Zinner, “means not being threatened by new people coming
in.”
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