2023-03-27

Series "Digital formats"

Authors

Johannes Hemminger
studied philosophy and modern history in Tübingen. Worked in marketing, community management and project management in the video game industry. He is an editor at Kultur Management Network / Arts Management Network.
Career opportunities in the games industry

Bigger than cinema

Games, especially video games, as a topic for arts and cultural management - that might sound surprising. But the production of digital games is a highly differentiated field with huge economic and personal significance for many people. So, it's time to examine the structures and methods of the games industry as a field of work for cultural managers.

Series "Digital formats"

Importance of the games industry
 
With a turnover of US $184.4 billion for gaming worldwide, 2021 was a record year for the games industry, according to industry analyst Newzoo. Certainly, the restrictions on public events and the lockdowns caused by the Corona pandemic contributed to this record, but a dip in the figures for 2022 is expected to turn back to growth soon. By way of comparison, according to the IFPI , recorded music generated US $25.9 billion in turnover in the same year.
 
However, turnover alone is not equal to cultural impact. But the popularity of video game streams - MontanaBlack is followed by 4.8 million accounts on Twitch -, the entry of words like "sus" for suspect (from the context of the pandemic gaming hit Among Us) into common parlance or adaptations of video games into other media, like the recently released The Last of Us series, show that digital games have left the stereotype of lonely basement-dwelling boys far behind. Digital games, with their reach and thematic settings, influence pop culture and discussions around topics such as racism or sexism. They are a cultural phenomenon because they shape social debates as well as (personal) education and often also impart knowledge. 
 
Demographics and platforms
 
The data on game consumers supports this: Newzoo estimates that globally just over 3 billion people played digital games in 2021. Video gaming is a truly global hobby, with especially the mobile market seeing rapidly growing player counts in Africa and Latin America, two regions that were underrepresented in earlier years. The data shows again and again that the games market is very heterogeneous, but more detailed demographic surveys indicate that most users of digital games are now over 18 years old and women, who traditionally engaged less with the medium, are increasingly playing digital games as well.
 
Another reason for a very heterogenous market are the technical differences resulting from the various platforms. Traditionally, games platforms are divided into PC, consoles, and smartphones, with each of these categories containing subcategories (such as the consoles by Microsoft, Sony and Nintendo, which each have their own "ecosystem") that are not necessarily compatible with each other. Additionally, the range of games on offer is also very wide: those who like Wordle may also like Candy Crush, but perhaps not the digital form of soccer in FIFA, the huge, dark fantasy world of Elden Ring or the shooters of the Call of Duty series that are reminiscent of military action films. Yet it is precisely the diversity of possibilities that appeals to so many people.
 
For cultural managers who want to work in or with the games industry, it is essential to understand this heterogeneity. A free2play game for Android and iOS smartphones, like Candy Crush, works differently than a big shooter for consoles and PC, like Call of Duty, which in turn has different structures and development processes than an indie game (more on that later) like Among Us.
 
How are games developed?
 
Game development brings together a wide variety of trades. The programming of game logics, tools and much more ties everything together in a technical sense. Almost all games also contain graphics, sounds and music created by artists, and of course the game logic, the game’s rules, has to be thought up by game designers. In the broad field of game development, there are also numerous special and intermediate tasks, such as level design, i.e. the design and "construction" of game worlds, or narrative design, i.e. the design of stories from the special point of view of interactivity and game experience in contrast to the fixed narratives of a novel. And of course, games are media products that can hardly do without the fields of human resource management, public relations, quality assurance and marketing.
 
This brief outline shows that people from a wide range of educational backgrounds work together in game development. Cultural managers in the games sector do not need to have a deep technical understanding or the ability to code themselves. However, as in cultural institutions, communication between departments is a constant challenge. Good management requires sensitivity and the ability to mediate between those employees who think in a technical and process-oriented way, those who are managerially or economically oriented and those who act creatively in order to find compromises and frequently to "translate" what one side or the other is saying.
 
Project management models in the games industry
 
Regarding the development cycles for games, which often take several years from the first concept to the finished product, solid project management is necessary. The spectrum of project management models (and the not always congruent practical application of the models) used by games companies is broad. I can only outline a few keywords here to provide cultural managers with starting points into this complex topic. Many of these models also exist in cultural institutions and are being discussed for them as well. 
 
For complex software development projects - as most games are - the waterfall model has often proven to be too inflexible. Here, the attempt is made to plan specific development phases and to work through them one after the other, with the results of one phase "falling" into the next phase like a multi-stage waterfall. In game development, however, situations often arise in which one would have to "swim up the waterfall", i.e. go back a few steps and make corrections, which throws planning and mutual dependencies of the individual trades out of whack. For example, a conceived game mechanic may turn out to be technically unfeasible or simply not entertaining. For this reason, agile methods such as ScrumKanban or Extreme Programming have become widely accepted because they are supposed to provide more flexibility in iterative development processes. 
 
Cultural managers who want to work in game development should be prepared to conduct daily stand-ups, short daily team meetings, do sprint planning, i.e. to put together task packages for a period of one to three weeks, and to deal with constantly shifting 
Game developers and game studios
 
The management of diverse teams is characteristic of the games industry. Similar to the film sector, team sizes range from solo developers to hundreds of people working on a single project. The basic element of the games industry is the development studio or the game developer, with the second term referring to both individuals and companies. Employed programmers deliver code and implement task packages that - depending on the organisational structure - have been created from design documents, they repair errors that have been passed on by quality assurance in the form of "bug reports", and do many other tasks. The administration of these tasks by means of a ticket system - such as the estimated time needed for individual task packages, the assignment of packages to individual employees or the evaluation of open tasks - is a central pillar of the development process. Correspondingly, the time and communication requirements for the management team and department heads can be pretty high.
 
Many game development tasks are outsourced, because some only arise in certain development phases, so permanent positions are not worthwhile. For example, localization, i.e. translating texts and recording dialogue in different languages, is often outsourced to external service providers who maintain networks of translators and voice actors. 
 
External help is also often enlisted for music. The recording of video game soundtracks is a frequent source of income for musicians ranging from orchestras to solo artists, and these soundtracks are increasingly brought back into the concert hall (similar to film music) in video game concerts. As a result, all the ups and downs of the music industry are linked to the video game industry, from the Grammy for Baba Yetu (composed by Christopher Tin for the game Civilization IV) to public disputes about the right to one's own work and deadlines. 
 
For the management level, the practice of outsourcing results in the expectable tasks of coordination, negotiation and quality assurance in cooperation with external parties. Especially at the point of contact with the music industry, cultural managers are needed who can navigate both spheres with confidence.
 
Publisher
 
Regarding distribution hierarchy, so-called publishers are positioned above the developer studios. Publishers in gaming are very similar to publishers in the book industry or to U.S. film distribution companies and take on far-reaching tasks such as marketing as well as the distribution and production of physical media, like DVD or game cartridges. However, in view of the growing dominance of downloads in the games market, this aspect is becoming increasingly less important. 
 
But publishers are often also financiers of development projects or owners of studios. A few, but influential, publishers produce their own console systems, most notably Microsoft (Xbox), Sony (Playstation) and Nintendo (Switch). Publishers also often provide the networks and resources for outsourcing or allocate licenses for the development of games for established pop culture brands (intellectual properties, IPs). For example, the publishing giant Electronic Arts (EA) secured exclusive rights to develop video games in the Star Wars universe from 2013 to 2023 and passed this license on to development studios.

For cultural managers, the multitude of possible activities in publishing offers a wide range of professional opportunities. From quality assurance to product development and marketing, there are many skills that cultural managers can provide. 
 
Indie scene
 
Outside of the sphere of big publishers with billions in sales, an economically and culturally significant independent games scene has developed over the last 15 years. Here, small, independent teams develop high-quality games. Indie studios have celebrated huge commercial successes and expanded the design space for games with innovative and courageous projects. For example, one of the best-known and most successful video games in the world, Minecraft, began as an indie title and was bought up by Microsoft for 2.5 billion USD three years after its release. Such successes are exceptions, but the market for indie games is robust and despite their rather small share of the games market, successful German projects can be found again and again, even on challenging themes 

An important catalyst for this development was the emergence of downloads as a distribution channel, which made small teams more independent of large publishers. The platforms Steam for PC and the app stores of smartphone manufacturers, which have developed into a central marketplace for games and which, for example, take payment processing off the hands of indie studios and provide chat functions, user profiles and much more, have enabled small indie companies to thrive. 
 
There are numerous opportunities for cultural managers to get involved in the world of indie studios. However, those who want to work in this field should be prepared for all the advantages and disadvantages of small teams that often operate with a start-up mentality. Fulfilling multiple roles, reacting flexibly and quickly, and constant uncertainty about whether the project will be successful are common. But at the same time, indie studios have great creative freedom.
 
Conclusion
 
The video game market is huge and differentiated; playing digital games is part of everyday life for many people. The development and publication of games is correspondingly complex and diverse. This cultural field is therefore theoretically very close to cultural management, but in practice often very distant. Nevertheless, cultural managers are offered numerous fields of professional activity in the gaming sector, ranging from marketing and personnel management to administration and project management. In addition to the core job market in games development and distribution, there are numerous adjacent fields such as games journalism or trade fairs. As a growing market - even after the pandemic boom has ended -, the games industry is constantly looking for new employees. At the same time, training specifically geared to games is still a rarity: good prerequisites for career changers!
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