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A developer may specialize in a certain video game console (such as Nintendo's Wii U, 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 rst-person
shooters). Some focus on porting games from one system
to another, or translating games from one language to another. Less commonly, some do other kinds of softwaredevelopment 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 Sonys 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
1.3
series exclusive to Microsofts Xbox).
Third-party developers
1
1.1
Types
First-party developer
2 QUALITY OF LIFE
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 eort ensuring that the developers
decisions do not enrich the developer at the publishers
expense.
2 Quality of life
Video-game development is usually conducted in a casual business environment, with T-shirts and sandals
common work attire. Many workers nd this type of
environment rewarding and pleasant professionally and
personally.[9] However, the industry also requires long
working hours from its employees (sometimes to an extent seen as unsustainable).[10] Employee burnout is not
uncommon.[9]
Independents are software developers which are not Some video game developers (such as Electronic Arts)
owned by (or dependent on) a single publisher. Some of have been accused of the excessive invocation of "crunch
3
time".[16] 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 ow
and the intangibles of artistic and aesthetic demands in
video-game creation create diculty in predicting milestones.
[12] The Game Industry Salary Survey 2007 however, dierent 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 prot-sharing plans,
royalty payments or performance-related bonuses to reward their employees. from GameCareerGuide.com
[13] Game Developer Salary Survey 2014: The results are
in!".
[14] Why Crunch Mode Doesn't Work: 6 Lessons from IGDA
[15] The Game Industry - Push.cox from IGDA
[16] No fun for game developers?" from CNet News
[17] Exemptions from Minimum Wage and Overtime from
Texas Workforce Commission
[18] California Code of Regulations Title 8 Section 11170
[19] SB 929 Senate Bill
See also
List of independent game developers
References
5 External links
Breaking into the game industry from the IGDA
I Have A Game Idea!" and Design Career Preparation from game industry veteran Tom Sloper
Quality of Life in the Videogame Industry
6.1
Text
6.2
Images
File:Video-Game-Controller-Icon-IDV-green-industry.svg Source:
https://upload.wikimedia.org/wikipedia/commons/4/4e/
Video-Game-Controller-Icon-IDV-green-industry.svg License: CC0 Contributors: Own work Original artist: CFCF
6.3
Content license