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Game Developer - April 2006
5TH ANNUAL GAME DEVELOPER SALARY SURVEY
APRIL 2006
THE LEADING GAME INDUSTRY MAGAZINE
K0NG
IS
KING
EXCLUSIVE INTERVIEW:
POSTMORTEM:
UBISOFT’S
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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
1
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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
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FEATURES EDITOR , GAMASUTRA.COM Quang Hong
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CMP MEDIA MANAGEMENT
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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
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