You seem to know and understand a lot about the "business, business, numbers" side of game developement. Is it common for developers to have such in depth knwoledge about the business side or are most developers clueless about this stuff?

You seem to know and understand a lot about the “business, business, numbers” side of game developement. Is it common for developers to have such in depth knwoledge about the business side or are most developers clueless about this stuff?

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The game industry is a lot like other industries in the fact that some roles and jobs are much more exposed to that information as part of their day-to-day work. These tend to be people closer to the business side of things – marketing, executive/senior producers, team leads, studio head, etc. For those who aren’t, the information is still available – you just have to ask for it, read it, learn the context, and so on. Not everybody wants to know all of the numbers, KPIs, facts and figures, etc. Not everybody has the context to parse those data – why these numbers are important, what those numbers actually mean, what the trends can tell us, etc. We’ll usually have a studio meeting every quarter or so to update the studio on how things are doing from a high level on each team. 

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Some devs just want to focus on how to design fun content, or write cool code, or keep everybody else on schedule, or improve at finding bugs, or whatever. Spending the extra time to read a bunch of documents and learn a bunch of jargon and business principles isn’t super high on a lot of peoples’ priority lists, especially if they aren’t very financially literate or interested in that sort of thing. If you’re not close to that part of the industry by career, you actively need to seek out that information on your own.

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As long time readers might be aware, financial literacy has been a big part of my life for a long time. I was interested in learning about the business and numbers of the industry I’ve spent all this time working in. I wanted to learn how it worked. Furthermore, as I have advanced in my career, I found myself closer and closer to the roles that do tend to deal with such numbers and concepts. It is also a large part of things like new game idea pitches. If you wish to pitch a game idea to the executives, you need to bring an entire business plan, not just an idea for a fun game. That means a headcount and team breakdown, a budget, a proposed schedule, but it also means having an idea for pricing, platforms, number of players, spend per player, etc. A new game pitch without these fundamental data is going to get rejected out of hand. So, for somebody like me who has ideas and turn them into actual games, I need to know this stuff. Thus, I seek it out while not everybody else does.


The FANTa Project is currently on hiatus while I am crunching at work too busy.

[What is the FANTa project?] [Git the FANTa Project]

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Source: askagamedev
You seem to know and understand a lot about the “business, business, numbers” side of game developement. Is it common for developers to have such in depth knwoledge about the business side or are most developers clueless about this stuff?

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