Distributed Game Development Using Contractors

Gamers around the world have noticed a large trend in the video game industry in the last 15 years, massive growth with massive projects and unbelievable costs, goals and sales. We’ve seen the impossible become achievable in epic projects like World of Warcraft and huge sales figures from Halo 3 but we’ve also seen game titles fall down in a burning wreck.

Each studio tries to beat the next studio with crisp realistic graphics, real time physics engines, life-like explosions all with huge costs. Does it all sound familiar? If you’re a movie buff you’ve probably seen movie studios cranking out the same style of movie, high computer graphic effects with talented high priced actors making longer and longer films.

The only big difference? A game studio hires most of their talent for full time positions and then has to figure out what to do with them when the project ends. Perhaps this explains Microsoft’s effort to remove game studios like Ensemble, Bungie and FASA, it’s all too much to handle when a high budget project ships and time frees up in the studio.

Grand Theft Auto IV is said to have costs 100-million dollars to produce, how much of that was man power and specialized talent that now sits idle? Many studios end with layoffs as a congratulations for the hard work while bloggers and journalists write articles about the “downfall” and “destruction” of such a studio and share holders freaking because of drastic headcount reductions.

As projects continue to reach million dollar costs and specialized talent is brought in to handle computer graphics, movies, physics and lighting we’re looking more and more like we need to change how the game industry handles projects. Mark Pacini, Todd Keller and Jack Mathews, three core developers behind the Metroid franchise have struck out on their own all while thinking about the new formation of the game industry.

Mark Pacini told gamasutra, “the model in which games are made — with a staff of people upwards of 100 people a lot of the time — is kind of outdated now.” What’s the solution? Pacini said:

“Contractors now are being used more efficiently than they’ve ever been on game projects, and it’s become a more valid way to staff up your project. Rather than being looked down upon as a company that doesn’t want to hire somebody, it’s more fiscally responsible of the company to hire contractors, not to staff up and have a mass layoff at the end.” (kotaku)

Imagine a time where developers are contract-for-hire specialists in the industry, paid to do a project and move on to another project to handle the same style of work. The end result will be a lower-budget title with equal value to the game design because studios won’t have to pay benefits, handle layoffs, any potential walk-off “packages” and all the HR overhead that goes with hiring “part time” full time developers.

This diversity may spark new competition as small contract firms and individuals bid to get the deals they want and enjoy a good income for the work they do. Those that are aces in the field will stand out and be recognized for their accomplishments more than a simple entry in a scrolling game credit.

Unfortunately, this will mean that those awesome teams and studios that brought us hot titles will be a thing of the past. This will mean less iD Softwares, Epics and Square Enix’s as things becomes smaller groups of specialized workers. However, if it means the same quality titles with less risk to publishers and developers, we may get more hot titles than ever before without huge price hikes.

0 thoughts on “Distributed Game Development Using Contractors”

  1. Most mobile phone games are done via contractors who are hired by larger companies. Babaroga, for example, has made mobile version of a lot of Electronic Arts’ major titles (Spore, The Godfather , Kelly Slater’s Pro Surfer, SimCity, Splinter Cell: Pandora and Tony Hawk Pro Skater 4) as well as for Disney.

  2. Most mobile phone games are done via contractors who are hired by larger companies. Babaroga, for example, has made mobile version of a lot of Electronic Arts’ major titles (Spore, The Godfather , Kelly Slater’s Pro Surfer, SimCity, Splinter Cell: Pandora and Tony Hawk Pro Skater 4) as well as for Disney.

  3. Great article Derrick. I couldn’t agree with you more. The hiring tendency for game projects is exactly as you stated and can easily be avoided if studios kept a core staff and then just added supplemental Game Contractors as needed during the project. They will end up saving a great amount in tax filings, payroll tax and administration, bonuses, benefits, and much more. Not to mention that they will save their reputation from being included in the mix of studios that are bad-mouthed for their annual, predictable massive layoffs.

    Our company, Ascendi Entertainment, is one of the few companies that is currently helping game studios to alleviate this problem. We have a full contractor management solution that provides Game Contractors to some of the top game studios. If anyone reading this is interested in our service or interested in becoming a Contractor in the game industry…you should check us out at http://www.AscendiEntertainment.com.

  4. Great article Derrick. I couldn’t agree with you more. The hiring tendency for game projects is exactly as you stated and can easily be avoided if studios kept a core staff and then just added supplemental Game Contractors as needed during the project. They will end up saving a great amount in tax filings, payroll tax and administration, bonuses, benefits, and much more. Not to mention that they will save their reputation from being included in the mix of studios that are bad-mouthed for their annual, predictable massive layoffs.

    Our company, Ascendi Entertainment, is one of the few companies that is currently helping game studios to alleviate this problem. We have a full contractor management solution that provides Game Contractors to some of the top game studios. If anyone reading this is interested in our service or interested in becoming a Contractor in the game industry…you should check us out at http://www.AscendiEntertainment.com.

Leave a Reply

Your email address will not be published. Required fields are marked *

Related Post

Australian PSN Restoration DelayedAustralian PSN Restoration Delayed

The Japanese government has not allowed PlayStation Network to be activated for Japanese gamers yet due to security concerns, and now an expert is advising Australia to follow suit.

Professor Bill Caelli told newspaper The Australian, “Why is it that in the IT industry enterprises certify themselves?” said Caelli, noting that PSN didn’t have the same restrictions, and added that the public has “no way of assessing the assurances given by the owners of the (PSN) system themselves”.

Reportedly, Australian privacy commissioner Timothy Pilgrim has been in contact with Sony, and has not judged yet whether Sony has given them enough information to restore PSN. His investigation will be an ongoing one as well, even after PSN is restored.

When it was discovered user information had been stolen during the PSN breach, the Australian federal government announced plans for a law forcing companies to disclose privacy breaches, although it was unclear when it might come into effect. Privacy minister Brendan O’Connor had stated:

“Sony isn’t alone. We’ve seen serious privacy-related incidents in recent months involving other large companies. All companies that collect customers’ personal information must ensure that the information is safe and secure from misuse.”

We’ll stay on this story as it develops.

Episode 716: Xbox Partner PreviewEpisode 716: Xbox Partner Preview

No Gravatar

This week the gang covers the Xbox Partner Preview, while also discussing the closing of Rooster Teeth.

The news includes:

  • Apple kills Epic’s iOS developer account
  • Xbox Partner Preview announcements
  • Rogue-like poker hit Balatro sells half a million copies in ten days

Let us know what you think.

The post Episode 716: Xbox Partner Preview first appeared on Gaming Podcast.

Episode 240: ThanksgamingEpisode 240: Thanksgaming

It’s the episode just before Thanksgiving, and both Jordan and Paul have new jobs, as the latter settles into his new Los Angeles home. This week’s Gaming Flashback is the Atari 2600 game Kaboom!

The guys also discuss the following news items:

  • EA targeted for class action suit over Battlefield 3 PS3 bait and switch
  • Modern Warfare 3 makes $775M in 5 days
  • Square-Enix officially opens Montreal studio
  • Blockbuster has “ramped up the rental” of games, getting an “awful lot of support”
  • Rockstar eager to return to Bully IP

The question of the week: “How do you buy games most often these days: retail, online retailer, or digital distributor?”