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Game Developer - April 2006
5TH ANNUAL GAME DEVELOPER SALARY SURVEY
APRIL 2006
THE LEADING GAME INDUSTRY MAGAZINE
K0NG
IS
KING
WILL WRIGHT
EXCLUSIVE INTERVIEW:
POSTMORTEM:
UBISOFT’S
CONTENTS
]
APRIL 2006
VOLUME 13, NUMBER 4
FEATURES
11
GAME DEVELOPER’S 5TH ANNUAL
SALARY SURVEY
Our fifth iteration of the popular Salary Survey
is even more detailed and thorough than last
year’s, with additional job designations,
international averages, and a whole lot more.
There have been significant gains in salary
across a number of fields, but we at
Game
Developer
don’t advocate shaking this article
in your boss’s face and demanding a raise.
By Jill Duffy
11
19
URBAN DEVELOPMENT
Feeling restless? Did you just shake the Salary
Survey in your boss’s face and demand a
raise with unfortunate results? Luckily, in the
game industry it’s not too tough to pack your
bags, skip town, and set up shop elsewhere.
This article outlines several major game
development hubs and their various selling
points, from the prices of homes to the
proliferation of developers in the area.
By Paul Hyman
19
POSTMORTEM
28
UBISOFT’S PETER JACKSON’S KING KONG
K
ING
K
ONG
marks a potential turning point in licensed games—a big
name director, Peter Jackson, and a big name developer, Michel Ancel,
collaborated and shared design ideas and assets to create it. This kind of
combined vision is usually only possible at game divisions of existing
movie firms. In this postmortem, game producer Xavier Poix shares the
ups and downs of this unique relationship and how it affected the
biggest simultaneous launch in Ubisoft’s history.
By Xavier Poix
38
INTERVIEW: THE WRIGHT STUFF
We had to promise away our first-born to get
it, but we’ve landed an exclusive interview
with Will Wright, perhaps America’s most
admired game luminary. Here, he discusses
his influences and methods, and his passions
outside the realm of games. Academics,
robotics, games, and race cars are just part
of Will Wright’s ever-expanding universe.
By Brandon Sheffield
38
B1
BONUS: EXTENDED WRIGHT INTERVIEW
As is often the case with interviews, some of
the discussion had to hit the cutting room
floor. As a digital edition bonus, we present
you with an extended director’s cut of the
interview, now nine pages long.
B1
DEPARTMENTS
COLUMNS
2
GAME PLAN
By Simon Carless
Monkey Punch
46
PIXEL PUSHER
By guest columnist Tom Carroll
[
ART
]
The Quickening vs. The Deadening
4
HEADS UP DISPLAY
Software slumps, an end to online goldfarming,
Softimage Face Robot, and more.
50
BUSINESS LEVEL
By Jolene Spry
[
BUSINESS
]
Leveraging PR as an Independent Developer
53
AURAL FIXATION
By guest columnist Jesse Harlin
[
SOUND
]
6
SKUNK WORKS
By Bijan Forutanpour
Annosoft’s Lipsync SDK 3.3
Smart Combat Music
54
GAME SHUI
By Noah Falstein
[
DESIGN
]
96
A THOUSAND WORDS
Team Ninja’s D
EAD OR
A
LIVE
4
Emergent Complexity
56
THE INNER PRODUCT
By Mick West
[
PROGRAMMING
]
Particle Tuning
COVER ART:
UBISOFT MONTPELLIER
WWW.GDMAG.COM
1
[
GAME PLAN
]
www.gdmag.com
CMP Media, 600 Harrison St., 6th Fl., San Francisco, CA 94107
t:
415.947.6000
f:
415.947.6090
MONKEY
PUNCH
EDITORIAL
EDITOR-IN-CHIEF
Simon Carless
scarless@gdmag.com
MANAGING EDITOR
Jill Duffy
jduffy@gdmag.com
ASSOCIATE EDITOR
Brandon Sheffield
bsheffield@gdmag.com
ART DIRECTOR
Cliff Scorso
cscorso@gdmag.com
CONTRIBUTING EDITORS
Alexander Brandon
abrandon@gdmag.com
Noah Falstein
nfalstein@gdmag.com
Steve Theodore
stheodore@gdmag.com
Mick West
mwest@gdmag.com
ADVISORY BOARD
Hal Barwood
Designer-at-Large
Ellen Guon Beeman
Monolith
Andy Gavin
Naughty Dog
Joby Otero
Luxoflux
ADVERTISING SALES
NATIONAL SALES MANAGER
Afton Thatcher
e:
athatcher@cmp.com
t:
415.947.6217
SENIOR ACCOUNT MANAGER, EAST COAST, EUROPE & EASTERN CANADA
Ayrien Machiran
e:
amachiran@cmp.com
t:
415.947.6224
ACCOUNT MANAGER, NO. CALIF., NORTHWEST, ASIA & WESTERN CANADA
Nick Geist
e
:
ngeist@cmp.com
t:
415.947.6223
GLOBAL SALES MANAGER, RECRUITMENT & EDUCATION
Aaron Murawski
e:
amurawski@cmp.com
t:
415.947.6227
ACCOUNT MANAGER, SO. CALIF., SOUTH WEST, CONTRACTORS, &
MARKETPLACE
Jasmin Davé
e:
jdave@cmp.com
t:
415.947.6226
ADVERTISING PRODUCTION
ADVERTISING PRODUCTION COORDINATOR
Kevin Chanel
REPRINTS
Julie Rapp
e
:
jarapp@cmp.com
t:
510.834.4752
CMP GAME GROUP
VP, GROUP PUBLISHER APPLIED TECHNOLOGIES
Philip Chapnick
VP, STRATEGIC MARKETING
Michele Maguire
GROUP DIRECTOR
Valerie Pippin
DIRECTOR OF MARKETING
Ta r a C . G i b b
CONFERENCE DIRECTOR, GDC
Jamil Moledina
SENIOR CONFERENCE MANAGER, GDC
Meggan Scavio
EXECUTIVE WEB PRODUCER
Peter Leahy
EDITOR-IN-CHIE
F, GAMASUTRA.COM
Simon Carless
FEATURES EDITOR
, GAMASUTRA.COM
Quang Hong
CIRCULATION
CIRCULATION DIRECTOR
Kevin Regan
e
:
kregan@cmp.com
CIRCULATION ASSISTANT MANAGER
Jessica Ward
e
:
jward@cmp.com
CIRCULATION COORDINATOR
Miguel Mendiolaza
e
:
mmendiolaza@cmp.com
CIRCULATION ASSISTANT
Michael Campbell
e:
mcampbell@cmp.com
CIRCULATION ASSISTANT
Andrea Abidor
e:
aabidor@cmp.com
SUBSCRIPTION SERVICES
FOR INFORMATION, ORDER QUESTIONS, AND ADDRESS CHANGES
t:
800.250.2429
f:
847.763.9606
e
:
gamedeveloper@halldata.com
INTERNATIONAL LICENSING INFORMATION
Mario Salinas
t:
650.513.4234
f:
650.513.4482
e:
msalinas@cmp.com
CMP MEDIA MANAGEMENT
PRESIDENT & CEO
Steve Weitzner
EXECUTIVE VP & CFO
John Day
EXECUTIVE VP, CORPORATE SALES & MARKETING
Jeff Patterson
SENIOR VP, AUDIENCE MARKETING AND DEVELOPMENT
Bill Amstutz
SENIOR VP, INTERNET BUSINESS
Mike Azzara
SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS
Joseph Braue
SENIOR VP & GENERAL COUNSEL
Sandra Grayson
SENIOR VP, CORPORATE SALES
Anne Marie Miller
SENIOR VP, MANUFACTURING
Marie Myers
SENIOR VP, COMMUNICATIONS
Alexandra Raine
SENIOR VP, CORPORATE MARKETING
Kate Spellman
VP, AUDIENCE DEVELOPMENT
Michael Zane
PRESIDENT, CHANNEL GROUP
Robert Faletra
PRESIDENT, CMP ENTERTAINMENT MEDIA
To ny Ke efe
PRESIDENT, CMP HEALTHCARE MEDIA
Vicki Masseria
SENIOR VP, GROUP DIRECTOR ELECTRONICS &
SOFTWARE GROUPS
Paul Miller
SENIOR VP, ENTERPRISE GROUP
Fritz Nelson
SENIOR VP, GROUP DIRECTOR COMMUNICATIONS GROUP
Stephen Saunders
THIS SPECIAL APRIL 2006 ISSUE OF
GAME
Developer
is, unfortunately, not particularly filled
with April Fool’s Day pranks, mainly because it
debuts at Game Developers Conference 2006 in
late March, and also because we’re completely
humorless automatons.
Fortunately, what we do have (*clink*, *whirr*,
*björk*) is another deliriously expanded issue of
the magazine, complete with some rather kickass
features. In particular, you may have spotted the
ugly mug of the great ape himself glowering at
you from the cover, and our special postmortem
(pg.
28)
of Ubisoft’s critically acclaimed P
ETER
J
ACKSON
’
S
K
ING
K
ONG
, which launched for multiple
platforms late in 2005.
The feature covers Michel Ancel’s $15 million
Ubisoft Montpellier-led project in wonderful detail,
including images from the game’s alternate
ending and movie pre-production images from
Weta Digital rarely, if ever seen before. By the end,
you’ll believe that a monkey can fly—or at least,
that Jack Black needs to be pinioned down while
in the recording studio.
Dave Pottinger
Ensemble Studios
George Sanger
Big Fat Inc.
Harvey Smith
Midway
Paul Steed
Microsoft
WRIGHT IT DOWN
Also making a splash on the front cover is
legendary game designer, S
IM
C
ITY
and T
HE
S
IMS
creator Will Wright, who kindly took some time
out of his intense production schedule on Maxis
and EA’s S
PORE
to chat to
Game Developer
’s
associate editor Brandon Sheffield (pg.
38)
about robots, casual gamers, and what we teach
those who play games.
In a surprisingly wide-ranging chat, we learn
some of Wright’s more abstract influences from
the world of urban planning, why his colleagues
are more perturbed about what he’s planning on
S
PORE
than the EA executives are, and how
Wright’s Stupid Fun Club, which puts automatons
in odd places to see how the public interacts with
them, is faring. This is the first in a new series of
interviews with creators that count speaking on
subjects you may not see discussed elsewhere.
Watch for more.
WANTING TO CHANGE
Finally, while I may be spoiling part of a perfectly
good interview by excerpting it, I want to point out
Will Wright’s suggestion regarding his aims as a
game designer: “I want players to have a deeper
appreciation for both how complex and how
elegant the universe is.”
Why is this important? For me, this is a
carefully considered goal that wholly
encapsulates what makes Wright special, and
what we may need more of in the industry—
game creators with an agenda. If you’re out to
entertain on a pure level, then that can produce
amazing entertainment, from B
URNOUT
3to
G
EOMETRY
W
ARS
E
VOLVED
.
But when we move beyond the visceral and
find that itch to educate, or create emotion, or
change emotion, that’s when we transcend
games as a twitchfest to create ones that are...
more. And that can only be good for the industry
and the artform.
SALARY CRUNCHING
The monkey doesn’t care about the money, but
we do, so that’s why this issue also presents the
Fifth Annual Game Developer Salary Survey (pg.
11)
, the only canonical record of game
development salaries in North America. In fact,
this year, we’ve added information on Canada
and Europe to our traditional American data,
thanks to over 6,000 unique responses
worldwide, and have redoubled our efforts to
track regional and gender variations, as well as
bonuses and perks.
Overall, it all adds up to the only information
you’d ever need to show your boss (or conceal
from your employees) on the game industry’s
salary recompense in 2005, from programming
and art through audio, business, and game
testing roles.
Plus, frequent contributor Paul Hyman looks
at some of the most important regions for game
development in the U.S. and Canada in a
companion feature, “Urban Development” (pg.
19)
. Speaking to a few key developers in places
known for their dense population of game
studios, Hyman looks at the flavor, camaraderie,
and community of those areas, from the San
Francisco Bay Area to Austin and beyond.
*
Simon Carless, editor-in-chief
Game Developer
is BPA approved
2
APRIL 2006
|
G AME DEVELOPER
WWW.CMPGAME.COM
[
WWW.CMPGAME.COM
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©
Intel Corporation, 2005. All rights reserved. Intel, the Intel logo, are trademarks of Intel Corporation or its subsidiaries in the United States and other countries. *Other names and
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