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Game Engines and
Middleware in the West
                              Mark DeLoura
                              VP Technology
             September 6, 2011 – CEDEC 2011
Summary
•   The U.S. game market
•   Game engines
•   Licensed middleware
•   Future directions




Mark 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 Legends
Mark DeLoura                               September 6, 2011 – CEDEC 2011
The U.S. game market




Mark 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 Group
Mark 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 Group
Mark 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.com
Mark 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.biz
Mark DeLoura                                                                                                                                                  September 6, 2011 – CEDEC 2011
On MMOs
• Or, World of Warcraft
• Unsuccessful MMOs go F2P




Mark 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
•   Indy




Mark DeLoura                         September 6, 2011 – CEDEC 2011
IMPACT ON TRADITIONAL




Mark 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 news

Mark DeLoura                         September 6, 2011 – CEDEC 2011
Traditional games cost more
• The rise of F2P and 99c games eats away $60
  desire




Mark DeLoura                       September 6, 2011 – CEDEC 2011
Kids love iPhones
• The rise of 99c mobile games impacts
  handhelds
• ... And kids games




Mark 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 price


Mark 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 middleware




Mark DeLoura                            September 6, 2011 – CEDEC 2011
IMPACT ON TRADITIONAL TECH




Mark 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 engine

Mark 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+MW




Mark 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, ShiVa

Mark 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 channels
1. Havok: Trinigy Vision
   Engine, Physics, Animation, Behavior, AI, Script, Clot
   h, Destruction
2. Autodesk:
   Maya, 3dsmax, Mudbox, MotionBuilder, Kynapse, H
   umanIK, Beast
3. Epic Unreal Engine 3
4. Crytek CryEngine 3
5. Unity 3D


Mark 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 overridden




Mark DeLoura                          September 6, 2011 – CEDEC 2011
LICENSED MIDDLEWARE




Mark 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 Wwise




Mark DeLoura               September 6, 2011 – CEDEC 2011
The middleware market
               User Interface



                                  Scaleform GFx




                      Video


                                RAD Game Tools' Bink
                                CRI Movie



Mark DeLoura                       September 6, 2011 – CEDEC 2011
The middleware market


               Artificial Intelligence


                                         Autodesk Kynapse
                                         BabelFlux NavPower
                                         PathEngine
                                         Havok AI




Mark DeLoura                                September 6, 2011 – CEDEC 2011
The middleware market
               Physics

                            Havok Physics
                            Nvidia PhysX
                            Bullet
                            ODE



                  Audio


                            Firelight FMOD
                            Audiokinetic Wwise
                            RAD Game Tools' Miles



Mark 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 Enlighten

Mark 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 Networks


Mark 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
TECHNIQUES




Mark 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 use




Mark DeLoura                            September 6, 2011 – CEDEC 2011
Automated testing
• Casual: 23.1% use



               41.60%

                        58.40%          Use
                                        No use




Mark DeLoura                     September 6, 2011 – CEDEC 2011
ON INDY GAME DEVELOPMENT




Mark DeLoura        September 6, 2011 – CEDEC 2011
The impact of indy
• Increase in open source technologies

• Innovation in ease of use tools




Mark DeLoura                        September 6, 2011 – CEDEC 2011
Open source tech

                          4.3%
                       6.4%
               17.0%
                                              Tools & libraries
                                              Tools only
                                 72.3%        None
                                              Libraries only




Mark DeLoura                             September 6, 2011 – CEDEC 2011
Open source
• Engines: OGRE, Irrlicht

• Scripting: Lua, Python

• Audio/video tools: Audacity, Virtual Dub

• Libraries: Boost, zlib, SDL


Mark DeLoura                         September 6, 2011 – CEDEC 2011
Ease of use
• Engines: Unity, Torque, ShiVa, GameSalad
• Art tools: SketchUp, Blender, Gimp, Sculptris
• Services: Xtranormal, Mixamo, Evolver




Mark DeLoura                          September 6, 2011 – CEDEC 2011
FUTURE OF GAME TECH




Mark 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 smartphone
Mark 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 middleware


Mark DeLoura                   September 6, 2011 – CEDEC 2011
In Mobile
• AAA engines moving down-market

• Increased power of tablets bringing
  middleware

• Social/mobile crossover




Mark DeLoura                            September 6, 2011 – CEDEC 2011
In Social
• Flash Stage 3D (Molehill)

• HTML5 / JavaScript / WebGL

• Native Client




Mark 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 @markdeloura




Mark DeLoura                     September 6, 2011 – CEDEC 2011

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Game Engines and Middleware (2011)

  • 1. Game Engines and Middleware in the West Mark DeLoura VP Technology September 6, 2011 – CEDEC 2011
  • 2. Summary • The U.S. game market • Game engines • Licensed middleware • Future directions Mark DeLoura September 6, 2011 – CEDEC 2011
  • 3. 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
  • 4. 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 Legends Mark DeLoura September 6, 2011 – CEDEC 2011
  • 5. The U.S. game market Mark DeLoura September 6, 2011 – CEDEC 2011
  • 6. 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 Group Mark DeLoura September 6, 2011 – CEDEC 2011
  • 7. 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 Group Mark DeLoura September 6, 2011 – CEDEC 2011
  • 8. The rise of social • Social/casual games not hugely popular pre- Facebook – Facebook platform launches May 2007 – Free games with micropayments Source: appdata.com Mark DeLoura September 6, 2011 – CEDEC 2011
  • 9. 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.biz Mark DeLoura September 6, 2011 – CEDEC 2011
  • 10. On MMOs • Or, World of Warcraft • Unsuccessful MMOs go F2P Mark DeLoura September 6, 2011 – CEDEC 2011
  • 11. 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
  • 12. Business models & distribution • Traditional: Console/PC and Handheld • Mobile: Smartphones and tablets • Social: Facebook • MMO & F2P • Indy Mark DeLoura September 6, 2011 – CEDEC 2011
  • 13. IMPACT ON TRADITIONAL Mark DeLoura September 6, 2011 – CEDEC 2011
  • 14. 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 news Mark DeLoura September 6, 2011 – CEDEC 2011
  • 15. Traditional games cost more • The rise of F2P and 99c games eats away $60 desire Mark DeLoura September 6, 2011 – CEDEC 2011
  • 16. Kids love iPhones • The rise of 99c mobile games impacts handhelds • ... And kids games Mark DeLoura September 6, 2011 – CEDEC 2011
  • 17. 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 price Mark DeLoura September 6, 2011 – CEDEC 2011
  • 18. Minimizing risk • Multi-platform, multi-region titles • More outsourcing • Less risk-taking • License or reuse game engines • Use more middleware Mark DeLoura September 6, 2011 – CEDEC 2011
  • 19. IMPACT ON TRADITIONAL TECH Mark DeLoura September 6, 2011 – CEDEC 2011
  • 20. 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 engine Mark DeLoura September 6, 2011 – CEDEC 2011
  • 21. 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+MW Mark DeLoura September 6, 2011 – CEDEC 2011
  • 22. 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, ShiVa Mark DeLoura September 6, 2011 – CEDEC 2011
  • 23. 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
  • 24. Technology channels 1. Havok: Trinigy Vision Engine, Physics, Animation, Behavior, AI, Script, Clot h, Destruction 2. Autodesk: Maya, 3dsmax, Mudbox, MotionBuilder, Kynapse, H umanIK, Beast 3. Epic Unreal Engine 3 4. Crytek CryEngine 3 5. Unity 3D Mark DeLoura September 6, 2011 – CEDEC 2011
  • 25. 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 overridden Mark DeLoura September 6, 2011 – CEDEC 2011
  • 26. LICENSED MIDDLEWARE Mark DeLoura September 6, 2011 – CEDEC 2011
  • 27. Most used middleware 1. Autodesk’s Scaleform 2. RAD Game Tools’ Bink 3. Firelight’s FMOD 4. Nvidia’s PhysX 5. Audiokinetic’s Wwise Mark DeLoura September 6, 2011 – CEDEC 2011
  • 28. The middleware market User Interface Scaleform GFx Video RAD Game Tools' Bink CRI Movie Mark DeLoura September 6, 2011 – CEDEC 2011
  • 29. The middleware market Artificial Intelligence Autodesk Kynapse BabelFlux NavPower PathEngine Havok AI Mark DeLoura September 6, 2011 – CEDEC 2011
  • 30. The middleware market Physics Havok Physics Nvidia PhysX Bullet ODE Audio Firelight FMOD Audiokinetic Wwise RAD Game Tools' Miles Mark DeLoura September 6, 2011 – CEDEC 2011
  • 31. 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 Enlighten Mark DeLoura September 6, 2011 – CEDEC 2011
  • 32. The middleware market • Networking – Demonware, Quazal – GameSpy – RakNet • Scripting – Havok Script (Lua) Mark DeLoura September 6, 2011 – CEDEC 2011
  • 33. 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 Networks Mark DeLoura September 6, 2011 – CEDEC 2011
  • 34. 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
  • 35. TECHNIQUES Mark DeLoura September 6, 2011 – CEDEC 2011
  • 36. 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
  • 37. 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
  • 38. Continuous integration • Jenkins, CruiseControl, etc • Casual: 12.4% use 32.6% Use 67.4% No use Mark DeLoura September 6, 2011 – CEDEC 2011
  • 39. Automated testing • Casual: 23.1% use 41.60% 58.40% Use No use Mark DeLoura September 6, 2011 – CEDEC 2011
  • 40. ON INDY GAME DEVELOPMENT Mark DeLoura September 6, 2011 – CEDEC 2011
  • 41. The impact of indy • Increase in open source technologies • Innovation in ease of use tools Mark DeLoura September 6, 2011 – CEDEC 2011
  • 42. Open source tech 4.3% 6.4% 17.0% Tools & libraries Tools only 72.3% None Libraries only Mark DeLoura September 6, 2011 – CEDEC 2011
  • 43. Open source • Engines: OGRE, Irrlicht • Scripting: Lua, Python • Audio/video tools: Audacity, Virtual Dub • Libraries: Boost, zlib, SDL Mark DeLoura September 6, 2011 – CEDEC 2011
  • 44. Ease of use • Engines: Unity, Torque, ShiVa, GameSalad • Art tools: SketchUp, Blender, Gimp, Sculptris • Services: Xtranormal, Mixamo, Evolver Mark DeLoura September 6, 2011 – CEDEC 2011
  • 45. FUTURE OF GAME TECH Mark DeLoura September 6, 2011 – CEDEC 2011
  • 46. 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 smartphone Mark DeLoura September 6, 2011 – CEDEC 2011
  • 47. Consolidation and divergence • Technology channels – Havok – Autodesk – Epic Unreal Engine 3 – Crytek CryEngine 3 – Unity 3D • Rise of small middleware Mark DeLoura September 6, 2011 – CEDEC 2011
  • 48. In Mobile • AAA engines moving down-market • Increased power of tablets bringing middleware • Social/mobile crossover Mark DeLoura September 6, 2011 – CEDEC 2011
  • 49. In Social • Flash Stage 3D (Molehill) • HTML5 / JavaScript / WebGL • Native Client Mark DeLoura September 6, 2011 – CEDEC 2011
  • 50. 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
  • 51. Thank you! • Mark DeLoura, mdeloura@satori.org – Twitter @markdeloura Mark DeLoura September 6, 2011 – CEDEC 2011

Notas del editor

  1. 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
  2. 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
  3. 2009 survey 1:1 traditional/casual2011 survey 1:3 traditional/casualThe information I pulled for this presentation is all for “traditional” developers
  4. 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
  5. 20% 200924% 2010
  6. DO I NEED THIS SLIDE?
  7. A chart here would be good – eating away at the traditional market
  8. 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
  9. -- bumpy entry here I think --
  10. Make a chart?
  11. 20/43 Scaleform18 Bink17 FMOD13 PhysX11 Wwise9 Bullet8 Havok5 Beast5 Kynapse4 Morpheme4 Speedtree2 FXStudio2 HumanIK2 RakNet
  12. ScaleformGFx 35RAD Game Tools’ Bink 43, CRI Movie 6
  13. Autodesk Kynapse 14, BabelFluxNavPower 3, PathEngine 2, Havok AI 1
  14. Havok Physics 22Nvidia PhysX 26Bullet 10ODE 4Firelight FMOD 28, AudiokineticWwise 16, RAD Game Tools’ Miles Sound System 7
  15. OC3 FaceFX 14, Havok Animation 9, Natural Motion Morpheme 8, AnnosoftLipSync 8
  16. 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%
  17. Engines: OGRE, IrrlichtPhysics: Bullet, ODEAudio: OggVorbis, OpenAL
  18. 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
  19. 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.
  20. Social: Early days, transitioning to 3D, Molehill, WebGL. $ here ... do what? Merging in with mobile