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

Alexander Mirov

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.

How to become a game developer

All about the profession ofВ game designer

Alexander Mirov

© Alexander Mirov, 2018

ISBNВ 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.

InВ theaters, cartoons for the adult audience are gaining inВ popularity, while the niche ofВ virtual games since the appearance ofВ the first set-top boxes toВ TVs toВ the current network battles inВ 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 ofВ classic video games on CDs or from the sales ofВ set-top boxes toВ 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.

InВ addition, inВ the age ofВ the Internet, contacts between people are very often tied up inВ networks, which means that the gamer community ofВ aВ certain game is already aВ friendly company. Communication between the characters is not only inВ the process ofВ virtual battles, but also inВ the chat inВ 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 ofВ using them.

Technical progress is constantly moving forward, new games are emerging, each surpassing the other inВ terms ofВ graphic and functional characteristics. And gamers-fans ofВ video games have toВ buy new, more powerful computers that meet the system requirements ofВ new games.

InВ the conditions ofВ such popularity ofВ video games and the income growing from their sales, the

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