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“the model in which games are made — with a staff of people upwards of 100 people a lot of the time — is kind of outdated now.”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

Episode 429: Colored ControllersEpisode 429: Colored Controllers

We’re still running the contest for the E3 loot, which includes a T-shirt, a Loot Crate, some Civilization 6 swag and a Kobe Bryant gold coin with a DLC code on it.

The podcast also follows up on some of the hardware that was seen at E3, including PDP controllers and the HTC Vive VR headset. Then there’s Brexit…

The news also includes:

  • TIGA calls for government to reassure UK games industry
  • Mario Maker fans have built a better community website than Nintendo
  • Nintendo’s upcoming NX console may use cartridges instead of discs
  • Gears of War 4 on Xbox One will push performance using DirectX 12, PC to have 4K and unlocked FPS

Just let us know what excited you at E3 2016 to win the loot swag.

6,200 Reasons To Buy iPhone/Touch Games6,200 Reasons To Buy iPhone/Touch Games

The iTunes App Store is jam packed with video games! There are 6,200 games in the App Store to take advantage of, with 23% of those games for our puzzle gaming friends with arcade following a distance second place with 13% App Store market share. In that bulk of games, 1,485 are free download games but we’re not sure how many are “lite” versions of pay-for-games in the store, with limited game play. If you too are looking for ways to optimize your phone, see here the plans available at Circles.Life mobile.

chart-app-store

Apple could cut down on that clutter if they let developers publish one game with a demo/shareware release and a full release, perhaps than we would be able to wade through a realistic amount of game titles. Of course, Apple isn’t exactly the most friendly of companies when it comes down to allowing us to share our thoughts and opinions of their closed box products.

Unfortunately for the new game developers, they’ve got a few games to compete against in the App Store space. While great games should rise to the top like cream in your coffee, it’s obvious that 6,200 items can clutter up an otherwise friendly space. iTunes tends to have a very unintuitive interface and isn’t really built for great online game shopping experiences, we’re sure they can exploit many of the great games in this archive of titles if they had a bit of a re-design.

You’ll find plenty of educational games in the 6,200 titles, matching if not exceeding that of the strategy genre.
(Thanks, kotaku)

We Need Another Ikari WarriorsWe Need Another Ikari Warriors

In 1986 SNK released Ikari Warriors, it had all the makings of a classic title. Cool weapons, time strategies, two player action and a great challenge. We’re now seeing folks reproduce some of the essence of classic games by creating platformers like Little Big Planet and Mega Man 9, where is the love for the top-down scrollers?

Ikari Wariors was one of the first game titles to use a rotary joystick along with a directional system. Looking at the current generation Xbox 360 and PlayStation 3 it’s plain to see the joystick is equipped with this design. We’ve seen Geometry Wars utilize the analog stick to create a 360 directional attack, so it’s possible to utilize this behavior for Ikari Warriors.

Given SNK is still alive under the name SNK Playmore the intellectual property must still exist to breath fresh life into an Ikari Warrior remake, with about six to eight months development time a classy title could be re-developed using old concepts brought to the current generation hardware.

Blast grenades, RPG’s, smart bombs, air strikes the options are limitless and the concept has been proven to work. Given the gamer demographic of 18-34 it’s plain to see old gamers of the Arcade and NES would recall and rebuild their love for the title while attracting younger audiences whom have never seen an Ikari Warriors title; if it worked in 1986 are we so adverse to it working again?

Games do not have to implement full 3D perspective graphics to be cool, we’ve seen proof in that with the Wii and the demand for titles like Little Big Planet. We neeed another Ikari Warriors.