Game Engines and Middleware (2011)
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Game Engines and Middleware (2011)

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This presentation was given September 6, 2011 at CEDEC, the game developer conference in Tokyo, Japan. It details game engine and middleware use in the West as per several game technology surveys I ...

This presentation was given September 6, 2011 at CEDEC, the game developer conference in Tokyo, Japan. It details game engine and middleware use in the West as per several game technology surveys I conducted, in 2009 and 2011.

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  • In this talk I'll give you an idea of the state of the U.S. game market, the important game engines and technologies used and current middleware trends
  • Here is what we’re going to coverGive you insight into the state of the US games marketThe goal of the talk is to give you data so you can make decisions betterAnd perhaps introduce you to a few tools you haven’t seen before that you might use in your own development
  • 2009 survey 1:1 traditional/casual2011 survey 1:3 traditional/casualThe information I pulled for this presentation is all for “traditional” developers
  • 2010: 18024, 7333Software sales $ 6,469$6,796 $ 9,258 $ 12,069 $ 10,971 $ 10,287GDP 12,623 13,377 14,028 14,291 13,939 14,526
  • 20% 200924% 2010
  • DO I NEED THIS SLIDE?
  • A chart here would be good – eating away at the traditional market
  • PS3/Xbox360/PC AAA title, North America + Europe (EFIGS)Development: $20MMarketing: $10MTitle MSRP $50, to retailers at $35Platform manufacturing and royalty: $10= $25/unit to publisher$30M outlay, $25/unit requires 1.2M unit sell-through
  • -- bumpy entry here I think --
  • Make a chart?
  • 20/43 Scaleform18 Bink17 FMOD13 PhysX11 Wwise9 Bullet8 Havok5 Beast5 Kynapse4 Morpheme4 Speedtree2 FXStudio2 HumanIK2 RakNet
  • ScaleformGFx 35RAD Game Tools’ Bink 43, CRI Movie 6
  • Autodesk Kynapse 14, BabelFluxNavPower 3, PathEngine 2, Havok AI 1
  • Havok Physics 22Nvidia PhysX 26Bullet 10ODE 4Firelight FMOD 28, AudiokineticWwise 16, RAD Game Tools’ Miles Sound System 7
  • OC3 FaceFX 14, Havok Animation 9, Natural Motion Morpheme 8, AnnosoftLipSync 8
  • None 6.4%Lua 44.7% Visual scripting 31.9%UnrealScript 19.1% C/C++ Variant 14.9% Custom in-house text-based language 14.9%
  • Engines: OGRE, IrrlichtPhysics: Bullet, ODEAudio: OggVorbis, OpenAL
  • Console: Consolidation of primary middleware, slow boutique growth (lighting, occlusion, navmesh, LOD, etc) $$ here support all sorts of thingsEvolution of middleware market in generalDCC tools: Moving to higher-level toolsScriptingTools languageCross-plat, Multi-plat etc
  • Mobile: Massive 3D coming, engines gaining popularity, lots of monetization and viral middleware continues to grow. $ here encourage open source use and royalty-based models for engines.
  • Social: Early days, transitioning to 3D, Molehill, WebGL. $ here ... do what? Merging in with mobile

Game Engines and Middleware (2011) Game Engines and Middleware (2011) Presentation Transcript

  • Game Engines andMiddleware in the West Mark DeLoura VP Technology September 6, 2011 – CEDEC 2011
  • Summary• The U.S. game market• Game engines• Licensed middleware• Future directionsMark DeLoura September 6, 2011 – CEDEC 2011
  • Game technology surveys• Data from 2009 and 2011 game technology leader surveys – “Traditional” game developers• Platforms they are working on: PS3 75.7% X360 73.9% PC 66.1% Wii 20.0% Mac 14.8% 3DS 10.4% Vita 7.0% NDS 7.0% PSP 6.1% Linux 3.5%Mark DeLoura September 6, 2011 – CEDEC 2011
  • Sectors• Traditional – Consoles and handhelds – Sometimes called “Core” or “AAA”• Mobile – Smartphones and tablets• Social – Largely Facebook – Sometimes called “casual”• MMO & F2P – World of Warcraft – League of LegendsMark DeLoura September 6, 2011 – CEDEC 2011
  • The U.S. game marketMark DeLoura September 6, 2011 – CEDEC 2011
  • Game sales vs. economy 16000 14000 12000 10000 8000 U.S. GDP $B 6000 U.S. SW Sales $M 4000 2000 0 2005 2006 2007 2008 2009 2010 Source: NPD GroupMark DeLoura September 6, 2011 – CEDEC 2011
  • The rise of digital 16000 14000 12000 10000 8000 U.S. GDP $B 6000 U.S. SW +Digital $M 4000 2000 0 2005 2006 2007 2008 2009 2010 2009: 20% 2010: 24% Source: NPD GroupMark DeLoura September 6, 2011 – CEDEC 2011
  • The rise of social• Social/casual games not hugely popular pre- Facebook – Facebook platform launches May 2007 – Free games with micropayments Source: appdata.comMark DeLoura September 6, 2011 – CEDEC 2011
  • The rise of mobile• iPhone sparks mobile app revolution – App Store launches July 2008 – 99c and freemium/micropayment models 80,000 70,000 60,000 50,000 40,000 30,000 20,000 10,000 0 2008-08 2009-04 2009-12 2010-08 2011-04 2008-06 2008-10 2008-12 2009-02 2009-06 2009-08 2009-10 2010-02 2010-04 2010-06 2010-10 2010-12 2011-02 2011-06 2011-08 Source: 148apps.bizMark DeLoura September 6, 2011 – CEDEC 2011
  • On MMOs• Or, World of Warcraft• Unsuccessful MMOs go F2PMark DeLoura September 6, 2011 – CEDEC 2011
  • On indy• Independent game development – Small teams, self-funded, self-published• Sep 2003 – Valve’s Steam launches• Dec 2006 – Xbox Live Indie Games (XNA) – PSN, WiiWare, DSiWare• Direct download (Minecraft)Mark DeLoura September 6, 2011 – CEDEC 2011
  • Business models & distribution• Traditional: Console/PC and Handheld• Mobile: Smartphones and tablets• Social: Facebook• MMO & F2P• IndyMark DeLoura September 6, 2011 – CEDEC 2011
  • IMPACT ON TRADITIONALMark DeLoura September 6, 2011 – CEDEC 2011
  • Democratization...?• Since my talk at CoFesta 2007...• Games are more available• Games are easier to distribute• Games are less expensive to play• Games are on more platforms than ever• Good news / bad newsMark DeLoura September 6, 2011 – CEDEC 2011
  • Traditional games cost more• The rise of F2P and 99c games eats away $60 desireMark DeLoura September 6, 2011 – CEDEC 2011
  • Kids love iPhones• The rise of 99c mobile games impacts handhelds• ... And kids gamesMark DeLoura September 6, 2011 – CEDEC 2011
  • Fewer, bigger AAA games• Each advance in technology increases development costs – PS1: $2M - $5M – PS2: $5M - $12M – PS3: $10M - $25M• With each new generation, must sell more copies per game, or sell for a higher priceMark DeLoura September 6, 2011 – CEDEC 2011
  • Minimizing risk• Multi-platform, multi-region titles• More outsourcing• Less risk-taking• License or reuse game engines• Use more middlewareMark DeLoura September 6, 2011 – CEDEC 2011
  • IMPACT ON TRADITIONAL TECHMark DeLoura September 6, 2011 – CEDEC 2011
  • Use of licensed engines• Percent using a licensed game engine on current project – Licensed: 58.7% – Custom: 41.3%• 2009: 55.0% Licensed engine Custom engineMark DeLoura September 6, 2011 – CEDEC 2011
  • Do we have to?• Preferred way to build game technology – Use a suite of middleware: 38% – Purchase a game engine: 22% (9% in 2009) 6% 22% 38% MW Suite Custom Engine 34% Engine+MWMark DeLoura September 6, 2011 – CEDEC 2011
  • Engine market consolidating• Fewer different engines being used. In 2009...• High-fidelity – idTech, Source, Unreal Engine, CryEngine, Digital Extremes• Mid-range multi-platform – Infernal, Trinigy, BlitzTech, Vicious Engine, Gamebryo• Casual – Unity, Torque, ShiVaMark DeLoura September 6, 2011 – CEDEC 2011
  • Most used game engines• In 2011: Unreal 27.8% Trinigy 19.6% Unity 11.4% CryEngine 8.2% Gamebryo 6.5%Mark DeLoura September 6, 2011 – CEDEC 2011
  • Technology channels1. Havok: Trinigy Vision Engine, Physics, Animation, Behavior, AI, Script, Clot h, Destruction2. Autodesk: Maya, 3dsmax, Mudbox, MotionBuilder, Kynapse, H umanIK, Beast3. Epic Unreal Engine 34. Crytek CryEngine 35. Unity 3DMark DeLoura September 6, 2011 – CEDEC 2011
  • Important engine practices 1. Provide source code 2. Live preview on target 3. Access to builds in development 4. Integrate with other middleware 5. Resource management easily overriddenMark DeLoura September 6, 2011 – CEDEC 2011
  • LICENSED MIDDLEWAREMark DeLoura September 6, 2011 – CEDEC 2011
  • Most used middleware 1. Autodesk’s Scaleform 2. RAD Game Tools’ Bink 3. Firelight’s FMOD 4. Nvidia’s PhysX 5. Audiokinetic’s WwiseMark DeLoura September 6, 2011 – CEDEC 2011
  • The middleware market User Interface Scaleform GFx Video RAD Game Tools Bink CRI MovieMark DeLoura September 6, 2011 – CEDEC 2011
  • The middleware market Artificial Intelligence Autodesk Kynapse BabelFlux NavPower PathEngine Havok AIMark DeLoura September 6, 2011 – CEDEC 2011
  • The middleware market Physics Havok Physics Nvidia PhysX Bullet ODE Audio Firelight FMOD Audiokinetic Wwise RAD Game Tools MilesMark DeLoura September 6, 2011 – CEDEC 2011
  • The middleware market• Animation – Face: OC3 FaceFX, Annosoft LipSync – Body: Havok Animation/Behavior, NaturalMotion Morpheme, Rad Game Tools’ Granny 3D, Autodesk HumanIK• Rendering/Lighting – SpeedTree – Autodesk Beast – Geomerics EnlightenMark DeLoura September 6, 2011 – CEDEC 2011
  • The middleware market• Networking – Demonware, Quazal – GameSpy – RakNet• Scripting – Havok Script (Lua)Mark DeLoura September 6, 2011 – CEDEC 2011
  • Niche middleware• Networking: RakNet• Occlusion culling: Umbra• Global illumination: Geomerics Enlighten• Special effects: FxStudio• Particle systems: Fork Particle• LOD Generator: Simplygon• Patcher/launcher: Solid State NetworksMark DeLoura September 6, 2011 – CEDEC 2011
  • 3D Art Tools Maya 71.7% Zbrush 54.3% 3dsmax 45.7% Mudbox 23.9% Blender 13.0%SketchUp 10.9%Mark DeLoura September 6, 2011 – CEDEC 2011
  • TECHNIQUESMark DeLoura September 6, 2011 – CEDEC 2011
  • Language for tools C# 71.7% C++ 69.6%Python 32.6% Lua 10.9% PHP 8.7%Mark DeLoura September 6, 2011 – CEDEC 2011
  • Script languages• 44.7% use Lua (51.3% in 2009)• 31.9% use a visual script language• 50% rated "live preview of scripting" a 5, or most important• “It’s a shame that almost no engine in the industry fully supports this yet. Fast iteration time is the most important factor for any kind of tool development we do in-house.”Mark DeLoura September 6, 2011 – CEDEC 2011
  • Continuous integration• Jenkins, CruiseControl, etc• Casual: 12.4% use 32.6% Use 67.4% No useMark DeLoura September 6, 2011 – CEDEC 2011
  • Automated testing• Casual: 23.1% use 41.60% 58.40% Use No useMark DeLoura September 6, 2011 – CEDEC 2011
  • ON INDY GAME DEVELOPMENTMark DeLoura September 6, 2011 – CEDEC 2011
  • The impact of indy• Increase in open source technologies• Innovation in ease of use toolsMark DeLoura September 6, 2011 – CEDEC 2011
  • Open source tech 4.3% 6.4% 17.0% Tools & libraries Tools only 72.3% None Libraries onlyMark DeLoura September 6, 2011 – CEDEC 2011
  • Open source• Engines: OGRE, Irrlicht• Scripting: Lua, Python• Audio/video tools: Audacity, Virtual Dub• Libraries: Boost, zlib, SDLMark DeLoura September 6, 2011 – CEDEC 2011
  • Ease of use• Engines: Unity, Torque, ShiVa, GameSalad• Art tools: SketchUp, Blender, Gimp, Sculptris• Services: Xtranormal, Mixamo, EvolverMark DeLoura September 6, 2011 – CEDEC 2011
  • FUTURE OF GAME TECHMark DeLoura September 6, 2011 – CEDEC 2011
  • U.S. games market future• 24/7 services• Digital distribution• Free to play• Social/mobile convergence• Push/pull to social• What is the future of console and handheld? – Console versus cloud – Dedicated handheld versus smartphoneMark DeLoura September 6, 2011 – CEDEC 2011
  • Consolidation and divergence• Technology channels – Havok – Autodesk – Epic Unreal Engine 3 – Crytek CryEngine 3 – Unity 3D• Rise of small middlewareMark DeLoura September 6, 2011 – CEDEC 2011
  • In Mobile• AAA engines moving down-market• Increased power of tablets bringing middleware• Social/mobile crossoverMark DeLoura September 6, 2011 – CEDEC 2011
  • In Social• Flash Stage 3D (Molehill)• HTML5 / JavaScript / WebGL• Native ClientMark DeLoura September 6, 2011 – CEDEC 2011
  • Conclusion• Lots of tech available: licensed or free• Waves of development and then consolidation into larger players• It’s a great time to be a game developer – if you can decide what platform to develop for!Mark DeLoura September 6, 2011 – CEDEC 2011
  • Thank you!• Mark DeLoura, mdeloura@satori.org – Twitter @markdelouraMark DeLoura September 6, 2011 – CEDEC 2011