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GDC
5GAMEINDUSTRY
STATEofthe
>>>>>>>>>>
Foreword
Itseemsfittingthatwe’vereachedthe13thyear
ofGDC1sStateoftheGameIndustry1anumberviewedasIuckyinsomecuIturesandunIuckyinothers1becauseitfeeIsIiketheIast12monthshaveseentheirshareoffortuneandheartbreak.
Industrylayoffshavecontinued,tothepointwhereonein10developerssaythey’velosttheirjobsinthepastyear.Thisishappeningasmore
studiosadoptGenerativeAI,eventhoughit’sincreasinglyunpopularamongdevelopers.Workinghoursaregoingup,investment
opportunitiesareshrinking,andrecentsevereweathereventslikeHurricaneMiltonandtheSouthernCaliforniawildfiresaredrawingattentiontothegrowingimpactofclimatedisasters.
Butthegameindustryisresilient,asareitsdevelopers.PCdevelopmenthas
skyrocketed,morestudiosareprioritizinggameaccessibility,unionizationsupportholdssteady,andHollywoodcontinuestoseethe
valueinadaptinggamesforthebig(andsmall)screen.
Thisyear,wesurveyedover3,000developers(witha±2percentMoE),workingwithresearchpartnersatOmdiatoanalyzethesurveydataandcollaboratingwiththeteamatGameDeveloper.
Thankyoutoeveryonewhoparticipatedbysharingyourthoughtsandperspectives.
Contents
1.TheGIobaIGameDeveIoperCommunity2
2.IndustryLayoffs8
3.GenerativeAI13
4.Engines&PIatforms18
5.TheBusinessofGames29
6.PubIishing&Financing28
7.Advocacy33
GDC
GDCTeam
GDC2025STATEOFTHEGAMEINDUSTRYl1
GDC
2025STATEOFTHEGAMEINDUSTRY
1THEGLOBAL
GAMEDEVELOPER
COMMUNITY
GDC2025STATEOFTHEGAMEINDUSTRY|2
COMMUNITY
TheDevelopers
of2025
AGE
25-3436%35-4433%45-5415%
18-2410%55-645%
65orolder1%
Thegameindustrycontinuestogrowandchange,alongwithitsplayers.
Whiletheindustryremainslargely
whiteandmale,afewkeydatapointsshowhowthedevelopercommunityisbecomingmorediverse.
Genderdiversityinthegameindustryhasseen
anotableshiftoverthepastfewyears.Women
andnon-binarydevelopersnowmakeup32%of
gamedevelopers,comparedto29%lastyearand
24%in2022.Menstillmakeuptwo-thirds(66%)ofdevelopers.However,thatnumberwas75%in2020,meaningwe’veseena9-pointchangeoverthepastfiveyears.
LGBTQ+
Prefernot
toanswer7%
Yes24%
LGBTQrepresentationamongdevelopershasalso
increased,withone-fourthofrespondentsidentifyingasLGBTQ+(upfrom21%in2024).Nearlyhalf(43%)of18–24-year-olddevelopersidentifyasLGBTQ+,and
womendevelopersarealmostfourtimesmorelikelythanmentodoso.
No69%
GENDER
Prefernot
toanswer2%
Notlisted
(pleasespecify)
0.3%
Man66%
Non-binary6%
Woman25%
35%
arewhite,male,
notpartofthe
LGBTQ+community
GDC2025STATEOFTHEGAMEINDUSTRY|3
COMMUNITY
TheGlobal
GameDevelopmentCommunity
Thisyear’sStateoftheGame
Industryreportincludesdevelopersfrom86countries,spreadoutoversixcontinents.
TheUnitedStateshasthelargestconcentrationofrespondents,alongwithEuropeancountriesliketheUK,France,andGermany.Othercountriesofnote
includeCanada,Brazil,India,China,andMexico.
TheGameDevelopersConferenceisintheUnited
States––asaremanyattendees,whotendtobethebulkofrespondentstoourannualsurvey.Someresponses
inthissurveymayoverlyrepresenttheexperiencesofdevelopersintheWestandmaynotalwaysreflecttheviewsoftheglobalcommunityatlarge.
<<<<<<<<
COUNTRIESWITHTHEMOSTRESPONDENTS
UnitedStates58%UnitedKingdom7%Canada6%Australia3%
France1.4%Germany1.3%India1.3%
Poland1.6%Brazil1.6%Sweden1.4%
GDC2025STATEOFTHEGAMEINDUSTRY|4
COMMUNITY
<<<<<<<<
Race/Ethnicity
WehaveseenachangeinraciaIandethnicdiversityinthegamedeveIopmentcommunitysinceIastyear--thoughit’saIittIemoredifficuIttoquantify1asmanyofthechangesaretoosmaIItodrawconcIusions.Accordingtothesurvey116%ofdeveIopersareEast1South1orSoutheastAsian1one-tenthareHispanic1Latino1orofSpanishorigin1and3%areBIack1African1orCaribbean.
Thecombinedincreasesdidmanifestinayear-over-yeardecreaseinthenumberofrespondentsidentifyingasWhiteorCaucasian--goingfrom64%in2024to
59%today.
59%
10%
9%
5%
4%
4%
3%
3%
2%
0.4%
0.3%
White/Caucasian
Hispanic1LatinoorSpanishoriginEastAsian
MuItipIeethnicities/NotIistedPrefernottoanswer
SoutheastAsian
BIack/African/CaribbeanSouthAsian
MiddIeEasternorNorthAfrican
NativeHawaiianorOtherPacificIsIanderAmericanIndianorAIaskaNative
GDC2025STATEOFTHEGAMEINDUSTRYl5
COMMUNITY
TheDeveloper’sRole
Despitethesurgeinlayoffs,the
breakdownofjobrolesinthegame
industryhasremainedconsistent.
Thetoprolesareingamedesign,
programming,andproduction&teammanagement,like2024.
Themajorityofrespondents(59%)areeithersolo
developersorworkforstudiosthataretheprimary
developersoftheirgames.Whenitcomestojobroles,newerdevelopersaremorelikelytohavecareersin
gamedesign,whilethosewithmoreexperiencetendtofavorproduction&teammanagement.
Gamenarrativejobshaveseenthemostyear-on-yeargrowth,goingfrom14%ofdevelopersin2024to17%ofthemtoday.However,gamenarrativeprofessionalsreportedbeingexcessivelyimpactedbylayoffsinthelastyear.
JOBROLE
GameDesign35%
Programming/Engineering34%
Production&TeamManagement31%
VisualArts20%
Business&Finance19%
Narrative/Writing17%
Community/Marketing/PR14%
QualityAssurance11%
Audio10%
Notlisted(pleasespecify)9%
GDC2025STATEOFTHEGAMEINDUSTRY|6
COMMUNITY
YEARSININDUSTRY
STUDIOSIZE
CurrentIy160%ofgamedeveIopersreport
having10yearsorIessexperienceinthe
<2
6-107%11-207%
11-1514%
13%
MyseIfonIy21%
251-500
7%
industry.That’supfrom56%Iastyearand57%theyearbeforethat.
Wehaveseenashiftinthenumberof
101-250
8%
51-100
8%
respondentswhoareworkingassoIo
15+22%
24%
3-5
Morethan
50018%
deveIopers1increasingfrom18%in2024to21%today.Infact1therearenowmoredeveIopersworkingaIonethantherearedeveIopersat
studioswithover500peopIe.
6-1022%
21-5010%2-514%
STUDIOTYPE
21%
ofdevelopersworkalone
IndieStudioAAAStudio
AAStudio
IndependentContractor/FreeIanceEducation
Co-DeveIopmentTeam
PubIishing
ConsuIting
CreativeServices(marketing1IegaI1etc.)
NonprofitInvestingRecruiting
PrefernottoanswerOther(pIeasespecify)
ThepercentageofrespondentswhoworkatindiestudiosorAAstudioshasnotchanged1
butwehaveseenadecreaseinAAAstudio
representation—goingfrom18%in2024to
15%today.OfthoseAAAdeveIopers1aImost
haIfofthemworkatcompanieswithover250
empIoyees1whiIeoverhaIfofindiedeveIopersworkforcompanieswith20peopIeorfewer.
<<<<<<<<<
32%
6%
5%
4%
10%
8%
10%
15%
3%
3%
1%
0.4%
0.1%
2%
05101520253035
GDC2025STATEOFTHEGAMEINDUSTRYl7
GDC
2025STATEOFTHEGAMEINDUSTRY
2
“I’vebeenlaidoffbefore,butthiswasbyfarthe
longestit’stakenmetofindwork.Itwasscary,andmylifewasflippedupsidedown.”
INDUSTRYLAYOFFS
GDC2025STATEOFTHEGAMEINDUSTRY|8
INDUSTRYLAYOFFS
Onein10gamedevelopershavebeenlaidoffinthe
pastyear.
Layoffshavebecomepartoftheindustry,with
announcementsnowaweekly,ifnotdaily,
occurrence.About11%ofrespondentsreported
beinglaidoffinthepast12months.Altogether,41%ofgamedevelopershavebeenimpactedbylayoffsthisyear,upfrom35%inour2024report.
(Thatnumbermayactuallybehigher,asmanyofour“N/A”write-inresponseswerefromstudentsandgraduateswhoarehavingtroublefindingjobsinthecurrentmarket.)
Developersarefeelingtheweightofthisacrosstheboard.Lastyear,
amajority(53%)ofdeveloperssaidtherehadbeennolayoffsattheir
companies:Today,thatnumberisdownto43%.Moredeveloperssaw
theirdirectcolleagues(29%)beinglaidoffthanworkersinotherteams
anddepartments(18%).Inaddition,4%saidtheirstudioswereshutdown.
It’sawidespreadissuethathasyettostabilize.
>>>>>>>>
HOWHAVELAYOFFSIMPACTEDYOUOR
YOURCOMPANY?(CHOOSEALLTHATAPPLY)
Therewerenolayoffs
Colleagueswerelaidoff Otherteams/departmentshadlayoffsIwaslaidoff
Ourstudio/companycloseddown
N/A
29%
43%
4%
1
18%
11%
6%
01020304050
HOWCONCERNEDAREYOUABOUTFUTURELAYOFFS?
Notatallconcerned30%Slightlyconcerned24%
Veryconcerned18%
Somewhatconcerned16%Other/N/A12%
GDC2025STATEOFTHEINDUSTRY|9
INDUSTRYLAYOFFS
LAYOFFSBYJOBROLE
However,whenaskedhowconcernedtheywereaboutfuturelayoffsattheircompanies,thenumbersdidn’tchangemuch.About58%
ofrespondentsexpressedsomelevelofconcern,similartolastyear.Thenumberofpeoplewhoweren’tconcernedatalldidgodown,though,from35%in2024to30%today.
Interestingly,thisquestionalsosawanuptickinpeoplewritingin
theirown“N/A”responses,sayingthatthequestiondidn’tapply
19%Narrative
16%VisualArts
16%Production&Team
Management
becausetheywerealreadylaidofforotherwiseunemployed.Inotherwords,itwasn’taconcernnowbecause,insomeway,ithadalreadyhappenedtothem.
$
P++
Business&Finance
9%GameDesign
6%
12%Programming/Engineering
16%
ofdevelopersnowworking
alonegotlaidoffinthe
pastyear.
GDC2025STATEOFTHEGAMEINDUSTRY|10
INDUSTRYLAYOFFS
TOP3REASONSCOMPANIESGAVEFORLAYOFFS*
WhyIsThisStillHappening?
22%
18%
AsstudiosandpubIisherscontinuetoIayoffdeveIopersacrossthegameindustry1workersandindustryIeadershavebeenIookingtopIacethe
responsibiIitysomewhere.
Accordingtooursurvey1thetopreasoncompanieshavegiventheir
15%
empIoyeesforIayoffsisrestructuring(ageneraItermforreorganizingabusinesstomakeitmoreprofitabIe)1foIIowedbydecIiningrevenueandmarketshifts.
Restructuring
MarketShifts/IndustryTrends
DecliningRevenue
*19%ofdeveloperssaidtherewas
“noreasongiven”
DeveIoperswereaIsoaskedtosharewhattheyfeeIisresponsibIeforthe
riseinIayoffs.WhiIemanyofthemrecognizedthatrevenueandmarket
shiftswerepartoftheprobIem1theypIacedmostofthebIameonspecificissuesIikeCovid-eraoverexpansion1risingproductioncosts1decIiningpIayerinterest1unreaIisticexpectationsforthe“nextbighit1”andpoorIeadershipandmismanagement.
ThatIsforthosewhoevengotanexpIanation:19%ofdeveIoperstoIdustherewas“noreasongiven”foranyoftheircompany’sIayoffs.
“Inthisindustry,wesetimpossiblegoalsandthenfireeveryoneiftheyprovetobeimpossible.Weneedtoapplyleanandagile
processesinsteadofshootingforthemooneverysingletime.”
FREQUENTLYMENTIONEDTERMS:
Pandemic/Covid25%Greed13%Over-hiring....................................................13%
GDC2025STATEOFTHEGAMEINDUSTRYl11
INDUSTRYLAYOFFS
INYOURWORDS:
IfyouIostyourjob,haveyoubeenabIe
tofindanewone?
“Yes.ItwastheworstjobhuntI'vehadsinceIwasastudent.”
“Ihavebeenlaidoffthree
timesinthelastyear.ThefirsttwotimesIwasabletofindarole.Mycurrentstudiojustlaideveryoneoff.Iwasonlytherefourmonthsandhaven'tfoundanythingyet.”
“Ihaveanewjobbutit’sawayworsepaylevel.”
“Ittookmeoneyearand
eightmonthstobuildup
enoughconsultingtosurvive.Sohardtofindafull-time
gigrightnowstill.”
“Stillunemployedafterayear.”
“Ihadtogetajobinadifferentindustry.”
“No.It'sbeenoverayear
and500+applicationswhile
workingtocreateandimprovemyportfolio.Itfeelshopelessattimes.”
“Thegamesindustryiskillingme.”
“Yes.Withinaboutamonth,Iwasabletofindabetter
positionthanmyformeremployercouldoffer.”
GDC2025STATEOFTHEGAMEINDUSTRY|12
GDC
3
2025STATEOFTHEGAMEINDUSTRY
GENERATIVEAI
“Gamedevelopmentissupposedtobeartand
anexpressionofone’simagination,notanAI-
generatedconceptwithnorealthoughtprocess.”
GDC2025STATEOFTHEGAMEINDUSTRY|13
GENERATIVEAI
Overthepastyear,GenerativeAIhasshifted
fromaconceptintoacommontool.InvestorsarepumpingbillionsofdollarsintoAIcompanies,
studiosarebusydevelopingtheirownproprietarytools,andAI-generatedcontenthasarobust
footholdinsearchengines,socialmediaplatforms,andadvertisements.
Thegameindustryisnotimmunetothischange.Accordingtooursurvey,amajority(52%)ofdevelopersworkatcompanieswhere
GenerativeAItoolsarebeingused.One-third(36%)ofdeveloperssaytheyusethempersonally,upfrom31%lastyear.
Butitappearsthatasusagehasgoneup,curiosityhasgonedown.Lessthanone-tenth(9%)ofdeveloperssaytheircompaniesare
interestedinGenerativeAItools,downfrom15%lastyear.In
AREGENERATIVEAITOOLSUSEDATYOURCOMPANYORDEPARTMENT?
0510152025303540
Iusethem36%No,wehavenointerest27%Someofmycolleaguesdo16%No,butwe'reinterested9%
Don’tknow7%
Other5%
DEVELOPERSWHOUSEGENERATIVEAITHEMOST
Whenaskedwhatapplicationstheysawfortheuseof
GenerativeAIinthegame
industry,developerspointedtotaskslikecodingassistance,conceptartand3Dmodel
generation,andautomationofrepetitivetasks(developers
comparison,27%saytheircompanieshavenointerestinusingthem,a9-pointincreasefrom2024.
51%
OLDERDEVELOPERS
aremoreIikeIyto
useGenerativeAI
thanYOUNGERONES
39%
41%
Business&Finance
Production&
Community’
Marketing’&PR
madesimilarsuggestionsinour2024survey).
TeamLeadership
Butthewordusedmostfrequentlyintheirresponseswas“none.”
GDC2025STATEOFTHEGAMEINDUSTRY|14
GENERATIVEAI
WHAT’SYOURCOMPANY’SPOLICYONGENERATIVEAITOOLS?
35%
24%
16%
MoreCompaniesHaveAIPolicies
AsgamedeveIopershaveadoptedGenerativeAI1
empIoyershaveexpandedpoIiciesreguIatingitsusage.
AImosttwo-thirds(64%)ofdeveIoperssaytheyworkat
THEY’REOPTIONAL
WE’RENOTALLOWEDTOUSEANY
NOPOLICY
4%
9%
12%
companieswithsomeformofinternaIpoIicyforGenerativeAIuse1upfrom51%in2024.Thatamountincreasesto78%fordeveIopersatAAAstudios.
We’veseenamoresubstantiaIriseinthenumberof
deveIoperswhosecompaniesaIIowoptionaIuseof
GenerativeAItooIs—aIongwithcompaniesthatdon’taIIowthemtobeusedataII.
DON'TKNOW/N/A
THEY’REMANDATED
SELECTTOOLSALLOWED,
OTHERSNOT
ThenumberofdeveIoperswhosaythey’rerequiredtouseGenerativeAItooIsonthejobdoubIed1thoughit’sstiIIonIyat4%.
“Myworkplacehasimplementedastrict‘NoGenerativeAI’policyinallofourcontracts,andIthinkit’sexcellent.”
GDC2025STATEOFTHEGAMEINDUSTRYl15
DeveloperConcernsGrow
+/Positive
-/Negative
.
”
.
GenerativeAIawarenessandusemayhaveincreasedoverthepastyear1butdeveIoperopinionsonthetechnoIogyaresouring.
21%
2024
18%
2024
13%
2025
30%
2025
Accordingtooursurvey113%ofdeveIopersbeIieveGenerativeAIishavingapositiveimpactonthegameindustry1downfrom21%.MeanwhiIe130%ofrespondentssaidithashadanegativeimpact1a12-pointincreasefrom2024.Lastyear1deveIopersweremorefavorabIethanopposedtoGenerativeAI.ThatisnoIongerthecase.
ItappearsthatdeveIoperopinionsonthetechnoIogyarehardeningtoo.ThenumberwhosaidGenerativeAIishavingamixedimpactdecreasedfrom57%in2024to51%today.WhiIestiIIamajorityofrespondents1thisindicatesthatmoredeveIopersare
deveIopingfirmer(andincreasingIynegative)opinionsonGenerativeAI.
ThenumberofrespondentswhoareconcernedabouttheethicsofGenerativeAIin
sharedtheir
1,500
DEVELOPERS
gamedeveIopmenthasnotchangedmuch1buttheseverityoftheirconcernshas.Thisyear1overhaIf(51%)ofdeveIoperssaytheyareveryconcerned1upfrom42%Iastyear.
concernsabout
GenerativeAIforthisyear’ssurvey.
Whenaskedtocitetheirspecificconcerns1deveIoperspointedtointeIIectuaIpropertytheft1energyconsumption1thequaIityofAI-generatedcontent1potentiaIbiases1andreguIatoryissues.
SeveraIdeveIopersaIsopointedtofearsofjobdispIacement.However1oursurveyshowsthatdeveIoperswhohadbeenIaidoffinthepastyearwerenomoreIikeIytohaveconcernswithGenerativeAIthanthosewhohadn’tbeen.
GDC2025STATEOFTHEGAMEINDUSTRYl16
GENERATIVEAI
INYOURWORDS:
WhatconcernsdoyouhaveaboutGenerativeAI,
andwhatcanbedonetoaddressthem?
"Itcanbeapowerfultool,butpeople
takingcreditforworktheydidnotdo
“Weshouldusegenerative
orusingsourcecodetheydonot
AItohelppeoplebefasterat
understandcanhaveconsequences."
theirjobs,notlosethem.”
“AIcompaniesneedto
"Nomatterhowyouput
"AIishere,likeit
ornot.Responsible
useiskey."
incorporatetheconcept
it,GenerativeAIisn,ta
ofconsentintohowthey
greatreplacementfor
sourcedatasets.”
realpeopleandqualityis
goingtobedamaged."
GDC2025STATEOFTHEGAMEINDUSTRY|17
GDC
2025STATEOFTHEGAMEINDUSTRY
4ENGINES&PLATFORMS
GDC2025STATEOFTHEGAMEINDUSTRY|18
ENGINES&PLATFORMS
WHICHPLATFORM(S)AREBEINGUSEDFORYOURCURRENTPROJECT?
PassionforPC
80%
PC
PlayStation5(or5Pro)
XboxSeriesX/S
Android
iOS
DevelopmentExplodes
38%
34%
29%
Everyyear,weaskdeveloperstosharewhatplatformsthey’vebeenmakinggamesfor,andwhichonestheyplanonsupportingin
28%
thefuture.
23%
Mac
PChasconsistentlybeentheplatformofchoice,butthisyearsawitsdominanceincreaseevenmore:80%ofdevelopers
20%
NintendoSwitch
Webbrowser
VR/AR
XboxGamePass
Linux
PlayStationPlus(ExtraorPremium)
NintendoSwitch2
16%
saidthey’recurrentlymakinggamesforPC(upfrom66%),andthree-fourths(74%)saidtheplatformisofinteresttothem(upfrom62%).
14%
Theexactreasonforthisjumpisunclear,butitcouldbe
13%
connectedtotherisingpopularityofValve’sSteamDeck.
12%
>>>>>>>>>>
Thisyear'ssurveydidn'tsingleoutSteam(orValve'shandheldgamingcoputer)asitsownplatform,becauseit'sahubfor
9%
PCandMacgames.Butitappearssomedevelopersdoviewitasauniqueplatform.Forexample,whenaskedtoname
8%
otherplatformsthatinterestthem,almosthalf(44%)wroteinSteamDeck.
4%
3%
3%
1%
Tabletopgames
Mediaplatforms(Netflix,TikTok,etc.)
UGCplatforms(Roblox,Minecraft,UEFN,etc.)
Playdate
GDC2025STATEOFTHEGAMEINDUSTRY|19
PlayStationcontinuesitsconsoleleadoverXbox.About
38%ofdevelopersarecurrentlymakinggamesforPS5
hardware(comparedto34%forXboxSeriesX|S),and37%areturningtoPlayStationfortheirnextprojects(comparedto33%forXbox).
However,XboxisoutperformingPlayStationinonearea:
cloudservices.About13%ofdevelopersarecurrently
makinggamesforXboxGamePass,comparedto9%forPlayStationPlus(ExtraorPremium).
20%
Switchsuccessor
16%
XboxGamePass
27%
iOS
28%
Android
21%
NintendoSwitch
37%
PlayStation
33%
Xbox
11%
PlayStationPlus
ENGINES&PLATFORMS
NEXTPROJECT(BYPLATFORM)
PIayStation
XboxGamePass
iOS
NintendoSwitch
vs.Xbox
vs.PIayStationPIus
vs.Android
vs.successor
WEBBROWSERDEVELOPMENT,YEARBYYEAR
Mobilegamedevelopmenthasincreasedforthefirst
makinggamesforAndroidand28%foriOS(upfrom24%and23%respectively).MuchofthatisinBrazilandthe
EastandSouth/Central/WestAsiaregions,whereoverhalfofdeveloperssaytheyworkonmobilegames.
Butthebiggestsurprisethisyearmightbebrowser
games.Accordingtooursurvey,16%ofdevelopersare
workingonreleasesforwebbrowsers.That’supfrom9%lastyearand11%theyearbefore.It'sactuallythehighestpercentageofdeveloperswe'veseenworkingonweb
browsergamesinadecade.
timesince2020,with29%ofdeveloperscurrently
30
一25
一20
一15
10
2013
2015
2016
2017
2018
2019
2014
2021
2021
2023
2024
2025
>>>>>>>>>
2020
GDC2025STATEOFTHEGAMEINDUSTRY|20
ENGINES&PLATFORMS
35%ofallgame
developerswork
inVR/ARdevelopment
Thenumberofdevelopersworkinginvirtualandaugmentedrealityhasstayedconsistent,ashavetheplatformsofchoice.
Accordingtooursurvey,theMetaQuest/HorizonStore
remainsthedominantspaceforVR/ARdevelopers,with59%currentlymakinggamesfortheplatform.ThisisfollowedbySteamVR(31%)andPlayStationVR/VR2(16%).
Althoughonly8%ofVR/ARdevelopersarecurrentlymaking
gamesforApplevisionOS,theplatformlookstobegrowingitsfoothold.Almostone-fifth(18%)ofrespondentssaytheirnextgameswillbeontheplatform,andone-fourthareinterestedinApple’sVRheadset.
Wecan’taccuratelycomparethesenumberstoprevious
years,asthiswasthefirsttimethesequestionswereaskedexclusivelyofVR/ARdevelopers.
WHICHVR/ARPLATFORM(S)MOSTINTERESTYOUASADEVELOPERRIGHTNOW?
MetaQuest/HorizonStore
SteamVR
ApplevisionOS
PlayStationVR/VR2
AppleARKit
EpicGamesStore
HTCViveport
GoogleARCore
SideQuest
MagicLeap
PICOStore
Other
45%
26%
25%
63%
10%
12%
13%
11%
9%
4%
4%
5%
GDC2025STATEOFTHEGAMEINDUSTRY|21
ENGINES&PLATFORMS
WHATGAMEENGINEAREYOUPRIMARILYUSINGFORYOURCURRENTGAME?
Godot4%
CryEngine0.2%
MuItipIe/Other8%
O3DE0.1%
32%
Unity
and
Unreal
Remainon
Top
InSeptember2024,UnityannounceditwouldbereversingitscontroversialRuntimeFeepolicy,whichthreatenedtochargedevelopersanextra
feebasedonrevenueorinstalls.FirstreportedbyGameDeveloper,thisannouncementcameontheheelsofayearlongbacklashagainsttheproposedfee,onethatdrovesomedevelopersawayfromUnity.
Thisyear1weonceagainaskeddeveIoperstoidentifytheenginesthey’reusingtomaketheirgames1toseeiftherehavebeenanynotabIechangesfoIIowingthebackIash.LikeIastyear’ssurvey1UnityandUnreaIEngine
remainthemostusedgameenginesfordeveIopers1tiedat32%each.
Unity
N/A-not
invoIvedingame
deveIopment10%
Proprietary/
In-house13%
UnreaI32%
ThisisIargeIyunchangedfrom20241whenitwas33%each.Atthistime1itappearsthatfewdeveIopershavemovedonfromUnity.
GDC2025STATEOFTHEGAMEINDUSTRYl22
ENGINES&PLATFORMS
INYOURWORDS:
What’syouronebigideathatwouldimprovethegameindustry?
“OhmygodthisisawaybiggerquestionthanI
expectedinthissurvey!”
“Vetleadersaswellaswevetnewhires.”
“Payme.”
“TeachingStudios:Studiosbuilttoproducetitles
usingmostlynewentrantsintotheindustryexplicitly.”
“AbolitionoftheNDAsopeoplecantalk
aboutpriorwork.Evencancelledprojects.”
“Apprenticeships.”
“TalentSovereignty
Networkthatwould
allowcreativesdirect
controlovertheirdigitallikeness,voice,and
creativeoutput.”
“Paytransparency.Morecompetitive
distributionoptions.”
“Cross-companyinsurancepooling(US-specific).”
“Ihavenoclueit,ssofuckedrightnow.”
“Widespreadunionizing.”
“Makeselling/releasingsourcecodefor
oldgamesamorecommonpractice.”
“Moreco-opsand
employee-ownedstudios.”
“Maketheminimum costofagamebe99¢.Nofreegames.”
“Morepublicfunding
forindiestudios.
Addgamestopublic
subsidizedartsprograms.”
“Real-timeprofanity/abusefilterforonlinechatinteractions."
GDC2025STATEOFTHEGAMEINDUSTRY|23
GDC
2025STATEOFTHEGAMEINDUSTRY
5THEBUSINESSOFGAMES
GDC2025STATEOFTHEGAMEINDUSTRY|24
THEBUSINESSOFGAMES
Oneofthebiggestissuesmentionedwasmarketoversaturation1withmanydeveIopersnotinghowtoughitistobreakthroughandbuiIdasustainabIepIayerbase.
DevelopersareDividedonLive-ServiceGames
Live-servicegameshavebecomepartoftheindustry’secosystem1withgamesIikeFortnite1Warframe1andGenshinImpactcontinuingtosuccessfuIIyengagepIayerswithnewcontentandexperiences.
ButforeveryValorant1there’sbeenaConcord1anAnthem1oraRedfall.Live-servicegamescanbeaIucrativeandsustainingbusinessmodeI1butit’sonethat’sseenaIotoffaiIuresandmissedopportunities.
AIIthatbeingsaid:AreIive-servicegamesworththeriskfordeveIopers?
WeaskedoursurveyrespondentswhethertheywouIdbeinterestedindeveIopingaIive-servicegameastheirnexttitIe.About
13%saidtheywouId1whiIe42%saidtheywerenotinterestedand29%saidtheydidn’tknow(oritwasn’tappIicabIe
tothem).
Around16%ofdeveIoperssaidtheyaIready
workonIive-servicegames1andthatnumberincreasesto33%forAAAdeveIopers.
DeveIoperopinionsonthevaIueof
Iive-servicegamesweremixed.Many
respondentssaidtheysawthevaIuein
Iive-service—notonIyonthefinanciaI
side1butaIsointhepIayerexperienceandcommunitybuiIding.
OthersnotedtheirconcernsaboutdecIiningpIayerinterest1creativestagnation1
predatorypracticesandmicrotransactions1andtheriskofdeveIoperburnout.
33%
ofAAAdevelopers
games
workonlive-service
WOULDYOUWANTTOMAKEALIVE-SERVICEGAMEASYOURNEXTTITLE?
13%
Yes
Ialreadydevelop
No42%
live-servicegames16%
Don’tknow/N/A29%
TOPMEASURESOFLIVE-SERVICESUCCESS
62%
StabIe
Concurrent
User(CCU)base
40%
Percentage
32%
Percentage
ofmonetized
pI
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