How to become a game developer. All about the profession of game designer

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How to become a game developer. All about the profession of game designer
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How to become a game developer

All about the profession of game designer

Alexander Mirov

© Alexander Mirov, 2018



ISBN 978-5-4490-1917-2



Created with Ridero smart publishing system



In the general mass of digital content, the “Games” segment brings the maximum revenue and has long been ahead of others: video, music and e-books. And if in 2015, predicted the approximation of the revenue figures from video games to revenues from the sports industry, then in 2018 all analysts unanimously concluded: beyond this segment – the future.



Introduction

In the modern world, more and more adults want to prolong their childhood, well, or to restore the acuity of the child’s sensations, for which the whole world is a game.



In theaters, cartoons for the adult audience are gaining in popularity, while the niche of virtual games since the appearance of the first set-top boxes to TVs to the current network battles in computers has never been empty.



In the general mass of digital content, the “Games” segment brings the maximum revenue and has long been ahead of others: video, music and e-books. And if in 2015 they predicted the approximation of the revenue figures from video games to revenues from the sports industry, then in 2017 all analysts unanimously agreed that this segment is the future.



The term “cybersportsman” is recorded and entered in the register on a par with other sports: football, basketball and hockey. According to forecasts of specialists by 2020 in the world the number of gamers will be 70 million people.



Great profits from the development of classic video games on CDs or from the sales of set-top boxes to TV have sunk into oblivion.



The profit from online games, mobile applications and social games is currently incommensurable with what was still 10—15 years ago. Psychologists and marketers accurately calculated that interactive entertainment in the form of online games will entail financial participation from the player in buying additional bonuses for his character of the game, increasing the level of skill not from passing the levels, but using more accessible “mundane” ways.



In addition, in the age of the Internet, contacts between people are very often tied up in networks, which means that the gamer community of a certain game is already a friendly company. Communication between the characters is not only in the process of virtual battles, but also in the chat in between games.



Correctly calculated when creating the game, the strategy misleads the player: he thinks that the game is designed for his entertainment and a comfortable time. But maybe he does not need to know the basics of this business model. Most games require regular updates, the player’s online character’s abilities are reduced, he no longer stands head and shoulders above the rest of the players, so you must again spend money on returning the benefits before it.



Thus, it is obvious that the revenues are growing not only from selling video games, but also from the process of using them.



Technical progress is constantly m

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