Train2Game News UKIE 2015 Member Survey

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Ukie’s 2015 member survey results indicate UK games businesses are confident of future growth in a global market place.

Ahead of its AGM at EGX tomorrow, Ukie has revealed the results of its 2015 Member Survey. The results, collected from Ukie’s membership of developers, publishers, platform holders and games service providers, reveal a rise in the number of start-up games companies and confidence of further growth, fuelled by international deals and the introduction of the tax breaks last year.

The Ukie survey results show that 4 out of 5 UK games businesses are anticipating a period of growth for their company in the next 18 months. This statistic is an improvement on 2014, where 77% of respondents anticipated that their business would grow.

Significantly, this is particularly evident in UK developers, where 93% of respondents expect the next year and a half to bring growth for their company.

The Video Games Tax Relief, which came into effect in 2014, appears to have played a role in this expectation of growth, with 64% of developer respondents saying that they have been able to hire more staff as a direct result of a successful tax relief application. Nine out of 10 respondents plan to take advantage of the tax breaks for culturally relevant games in the future.

The survey also showed the huge growth in UK games businesses over the last few years, with nearly half the respondents to the survey (46%) being companies that have been in existence for 5 years or fewer. A majority of the businesses are also considered small or micro, with 61% employing 25 or fewer staff.

Despite the relative youth and small size of many games companies, the UK sector contributes £1.4bn GVA to the economy and the UK consumer market was estimated to be worth £3.6bn in 2014, ranking sixth worldwide.

The survey also revealed how active UK games businesses are in overseas markets. Over two thirds (68%) of Ukie members generated over 60% of their annual turnover from business outside of the UK, showing a huge export nature and international reputation of the products made in Britain. Ukie operates a global trade programme to help UK games businesses of all sizes to access international markets and forge overseas partnerships.

Ukie CEO, Dr Jo twist, commented on the results, saying, “It’s great to see such a confident outlook from UK games businesses as we continue to demonstrate that we are a hugely productive, growth sector of the future. Ukie lobbied hard for the Tax Relief to come into effect, and to see it having such an impact in actively growing our industry is amazing. Our survey also shows the importance of overseas markets to UK companies – our sector is competing against some major global competitors and our presence in the international markets is something of which we should all be proud. I look forward to seeing the further impact of the Tax Breaks, the introduction of more events in our global trade programme and the continued growth in the fantastic UK industry in the next 18 months.”

Train2Game News European games devs driving global digital economy

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The Interactive Software Federation of Europe (ISFE) has presented a report by Deloitte that shows how European games companies are a driving force behind the global digital economy.

The report Mobile Games In Europe explores the emergence of the in-app purchase model in mobile video games. It shows how that model now supports 21,000 full-time employees in the European Union, many of them working in small enterprises that have been able to build sustainable businesses. The report highlights how mobile game developers now enjoy a lower barrier to entry and can start and build successful businesses anywhere in Europe. Regional industry hubs have attracted talent and capital and created new types of jobs and flexible, innovative business models.

ISFE expects to see double-digit growth in the mobile games industry until 2017, making it the fastest growing ‘content’ sector in Europe, with consumer spending estimated at more than €20 billion in 2015 alone.

The Deloitte report demonstrates that the in-app purchase model is popular with consumers, who show a high level of awareness of these games and enjoy more choice and variety. It also shows that only a small percentage of these gamers ever make in-app purchases. Consumers now download more free and in-app purchase mobile games than paid games. 

On Tuesday 15th of September, ISFE organised a high-level event at the Microsoft Executive Briefing Center in Brussels to present the findings of the report. The event featured a keynote speech by MEP Kaja Kallas (ALDE) and a panel discussion during which representatives from the games industry, the European Parliament and the European Commission discussed how the growth and leading position of the European games industry could be ensured while supporting the EU’s Digital Single Market initiative.

“Of the top 10 apps in the Apple iOS and Google Play app store in June 2015, six were made by game companies headquartered in Europe”, says Simon Little, Managing Director of ISFE. “We can be proud of our leading position, while keeping the focus on fostering a business environment where skills and talent keep our companies at the top.”

ISFE represents the European video games industry to the European Union and international organisations. ISFE spreads the word on its members’ positions regarding the main political and legal initiatives of European and international institutions in fields such as intellectual property, e-commerce, trade negotiations and the protection of minors.

Train2Game News 2015 Developer Satisfaction Survey

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Crunch time continues to be prevalent in the game industry, with 62 percent of game developers reporting their job involves it.

Of those experiencing crunch, nearly half are working more than 60 hours per week, with 17 percent working more than 70 hours, according to the 2015 Developer Satisfaction Survey (DSS) by the International Game Developers Association (IGDA).

During these periods of crunch time, 37 percent of employee respondents reported their employers do not or are unable to offer any additional reward to their employees for working overtime. Of those who are offered some form of compensation, 28 percent say they are given various perks such as meals, 18 percent are given time off and 12 percent get a combination of the two.

Poor working conditions were reported as the second leading factor contributing towards society’s negative perception of the game industry, with 55 percent of respondents selecting it among a list of provided factors. Sexism among gamers was the primary factor with 57 percent of respondents selecting it, and sexism in games rounded out the top three with 52 percent of respondents.

Other crucial points of the DSS include:

Salaries of Employees and Freelancers

·         67 percent of employees make more than $50,000 per year, with the most common salary[RB1] [ms2]  falling somewhere between $50,000 and $75,000.

·         Those numbers are dramatically different for freelance game developers, with a majority of 37 percent making less than $15,000 per year. Only 24 percent of freelancer respondents reported making more than $50,000 per year.. Only 12 percent indicated that they make $30,000 – $40,000

·         Almost half (49 percent) of self-employed game developers reported that their annual income from game-related work was less than $15,000 USD.

·Forty-five percent [RB3] of self-employed respondents [ms4] always forgo a salary or wage in order for their company to have what it needs.

Industry Mobility

·         The 2015 DSS found that employees switched employers 2.7 times on average 2.7 times during the past five years, compared to 3.75 times in the 2014 survey.

·         Freelancers and contractors, who have had an average of 4.6 employers duringof the past five years.
Distribution Method of Games

·         While Apple iOS[ms5] , [RB6] [ms7] Google Play and Steam are the overall distribution platform of choice among the different population of respondents, the top 7 overall platforms vary substantially among employees, the self-employed, and freelancers.

·         For employees, the top 3 distribution methods are Google Play, Steam, and Retail Chains; for self-employed respondents, they are Apple, their own personal website, and Steam; and for Freelancers, they are Steam, Google Play, and their own personal website.
Game Genres

·         Among all three types of respondents – employed, self-employed and freelancers – action game is the most developed genre[RB8] , with 52 percent of employed respondents, 51 percent of self-employed and 49 percent of freelancers indicating that it best describes the broad genre of the games they make.
[ms9]

·Role playing and casual games were tied for the second most developed genre by employees at 36 percent each.

·For self-employed developers, the second most developed genre was casual games (44 percent,) followed by strategy games (36 percent)

·Freelancers indicated that casual (47 percent) and role playing games (38 percent) were the second and third most developed genres.[RB10] [ms11]

The results of the survey provides the IGDA with a better understanding of its members’ priorities and critical issues affecting their overall satisfaction, thus helping prioritize the association’s advocacy efforts and initiatives, according to Kate Edwards, executive director.

The IGDA 2015 DSS Survey was conducted and analyzed by: Johanna Weststar, assistant professor, DAN Program in Management and Organizational Studies, Western University; and Marie-Josée Legault, professor, École des sciences de l’administration, TÉLUQ; with assistance and guidance from Kate Edwards, executive director, International Game Developers Association.

Train2Game News Student launches Gamatier

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Leasing online and mobile games with real time management tools is the future of games distribution

Gamatier is a brand new product that lets online and mobile games Publishers and Developers lease games, alongside options to buy. Listing hundreds of different titles, Gamatier will offer bespoke usage options to suit both parties, with Publishers able to decide how they want to access to a game and Developers able to retain ownership.

Publishers and Developers can now lease and manage games for use on Android through the platform, with iOS, Windows and online, arriving soon. The platform and embedded SDK are completely changing the traditional model of selling games, empowering both Publishers and Developers with real time management, advertising, analytics and distribution tools.

The website and SDK have been created by a UK Development team who studied with Games Development course provider Train2Game. Their aim is to create a more effective way of distributing and managing online games. The applications of Gamatier are huge for the games industry. The platform has now launched, the team are planning rapid expansion and currently seeking investment to take the platform to the next level.

John Esslemont, Founder, Gamatier “I have been selling games for a long time and that’s how I came up with Gamatier. I was getting frustrated because once I’d developed a game and given it to a Publisher, it was gone and no longer owned my creation. There was no platform for management; it was bad news for a Developer, often not getting a share of a product’s success.”

“That’s when I created Gamatier; I wanted to give Developers the power to keep making money from their games after they were released. I came up with the concept of leasing games through an online platform. Why sell your game when leasing will let you retain ownership of the IP and you can continue to control your product?”

“Using Gamatier there are huge benefits for Publishers too, they have a store filled with games that they can choose from and many options of how they want to buy or lease games. Leasing allows for reduced initial outlay and management of further investment in a game. The options available to Publishers allow the most effective way to gain revenue based on analytics and implement changes using the platform in real time, such as: exclusive leasing, advertising and other monetisation options.”

“The unique SDK we’ve developed provides extensive, innovative and intuitive options and services, which integrate into our hosting platform. Developers retain ownership of their title and how it is used. Publishers who buy or lease games achieve control over the games ads, analytics, branding, in house ads and lots more via our real-time dashboard.”

“One thing that has been essential to getting Gamatier off the ground is Train2Game; we would not be making our dreams come true if not for its guidance. We think the Gamatier method of leasing games is more efficient, manageable and cost effective. We predict our product will dramatically change how Publishers and Developers buy and sell games.”

www.gamatier.com
www.train2game.com
Train2Game, bringing City & Guilds to the Games Industry
Train2Game is a proud supporter of www.plasisgamesportal.com and www.gamatier.com

Train2Game News World of Tanks on PS4

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World of Tanks continues its dominance as Wargaming today announced that their wildly popular World of Tanks will make its way to Sony’s PlayStation®4, including platform specific features and exclusive bonuses only for PlayStation gamers.

With over 150 million registered players across PC, console and mobile around the globe, the next target for World of Tanks is PlayStation®4, bringing a slew of new features to the battle. Complete DUALSHOCK®4 functionality means players will feel, hear and touch the battle like never before by incorporating light bar and controller speaker capabilities, as well as touchpad support.

World of Tanks on PlayStation®4 will also support other key platform features, including Share Play and PlayStation®Vita Remote Play, as well as revamped controls designed to optimize the handheld experience. Exclusive to the PlayStation®4, for a limited time only, are two new maps.

Most excitingly, World of Tanks on PlayStation®4 is free to all PlayStation® account holders with no PlayStation®Plus membership needed in order to play. Gamers who have PS Plus membership, however, will gain access to a number of exclusive benefits and items, including a free premium tank with exclusive camouflage, three days of Premium Account time and special discounts on other purchases.

For more information about World of Tanks on PlayStation®4, visit: PS4.WorldofTanks.com

Train2Game News Student in local paper

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Warhammer app Developer interviewed by local newspaper

The Train2Game blog recently posted an article about Derp Studios releasing a fully licensed accompany App for the incredibly popular Warhammer 40,000 table top game.

Since we highlighted this incredible feat, the story has been placed in the popular regional newspaper The Gloucestershire Echo.
Chris Ledger who heads up Derp has been working with the Train2Game Communications team on the launch of the App.

The Train2Game team bought the story to the attention of The Gloucestershire Echo as part of Train2Game’s ongoing commitment to supporting students and their development as professionals in the video games and related industries.

If you would like to hear more about Derp creating the ultimate fully licensed Games Workshop App, make sure to keep an eye on the Train2Game blog.

Read the full interview on the Gloucestershire Echo here

Train2Game, bringing City & Guilds to the Games Industry

Train2Game is a proud supporter of www.plasisgamesportal.com

Train2Game News Star Wars Battlefront Beta

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Since Star Wars™ Battlefront™ was revealed in April at Star Wars™ Celebration, many have been asking if there would be a Beta. Today, EA are thrilled to finally be able to answer that question, and the answer is yes!

Coming early October to PlayStation 4, Xbox One, and on Origin for PC, the Star Wars Battlefront Beta is a technical test and will feature Walker Assault on Hoth and a 40-player multiplayer battle featuring Rebels and the Empire. Walker Assault will give you the chance to play as two of the most iconic characters in the Star Wars™ universe: Darth Vader and Luke Skywalker. The Beta will also feature a Survival Mission on Tatooine, where you and a Rebel friend must fight back waves of Imperial forces.

In addition to those two modes, EA have announced a brand-new mode that will be available in the Beta, Drop Zone. More details on Drop Zone will be revealed in the weeks ahead.

As part of the Star Wars Battlefront Beta the Star Wars Battlefront Companion experience app was announced. Available during the Beta at www.StarWarsBattlefront.com, the Star Wars Battlefront Companion experience features the strategic card game Base Command, and lets you earn in-game Credits that unlock Star Cards, weapons, and more in Star Wars Battlefront. In addition to Base Command, the Companion app also lets Rebels and Imperials alike check game stats and progression, customize load-outs and appearance, connect with friends, and get notified when they’re playing Star Wars Battlefront – as well as gather intel on their stats and progression so you can see how you match up!

The Star Wars Battlefront Companion will be available on web and in the Apple App Store™ and Google Play™ store prior to the release of Star Wars Battlefront on November 17.

More info regarding the Star Wars Battlefront Beta will be revealed in the weeks ahead.

Train2Game News VR Game creating contest

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VRTGO launches competition for new & innovative VR titles, sponsored by nDreams and supported by SCEE & Ukie

The organisers of VRTGO Conference and Expo; Secret Sauce are teaming up with nDreams to create a VR contest for students and start-ups in the VR space.  The competition aims to showcase up and coming VR talent through innovative content and technology for games.

The competition winner will get the chance to exhibit their prototype at VRTGO event on 12th November, as well as receiving mentoring by nDreams and spend time with the Sony Computer Entertainment Europe VR team. The winner will also be named in competition press and they will receive a free affiliation to VRTGO Labs. Runners-up will be able to demo their prototypes at the VRTGO after party. 

nDreams, the UK’s largest videogames developer solely focused on creating virtual reality videogames and experiences, are sponsoring the competition. Patrick O’Luanaigh, CEO of nDreams, said, “We’re thrilled to be sponsoring the VRTGO competition and can’t wait to see what fresh ideas and original concepts the VR enthusiast community put forward. Being able to offer mentoring to those behind the winning entry is an incredibly exciting prospect; we’re eager to share our skills and experience from the forefront of the fast-moving world of VR development.”

Ukie, the trade body for the UK’s games and wider interactive entertainment industry is supporting the competition.  Dr Jo Twist, CEO of Ukie, said, “VR technology has huge potential in both games and wider entertainment, and opportunities like this give students and start-ups a fantastic chance to get their innovative and exciting ideas seen. We’re looking forward to seeing entries from the next generation of VR talent and the new concepts that they’re working on.”

Carri Cunliffe from Secret Sauce said, “We are seeing some interesting VR concepts from small companies and students and we thought VRTGO could give them a platform to showcase some of their work.  We are purposely leaving the contest brief very wide, so as to encourage a diverse range of entertainment and serious entries.”

The contest is also supported by SCEE and nVidia, who will be taking part as judges and offering feedback to contestants.

For details on how to enter the competition, plus further information, please follow this link: https://vrtgovrcontest.eventbrite.co.uk. For any queries about the contest, please e-mail Elspeth@secret-sauce.co.uk .

Train2Game News Sheldon Gilmore in The Advertiser

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Train2Game student Sheldon Gilmore featured in local newspaper

Iron Man enthusiast interviewed in Herts Advertiser newspaper and online video

After originally appearing on the official Train2Game blog, Train2Game’s resident Iron Man has received a write up in his local paper and a video interview on the paper’s website.

Sheldon Gilman has featured many times on the Train2Game blog and even contributes regular blog updates charting his progress in creating awesome Cosplay. His local newspaper in Hertfordshire has now featured him in the newspaper in a story all about his cosplay ambitions and also interviewed him at his family home for the paper’s website.

Sheldon has been working with the Train2Game Communications team who are regularly charting his progress on the blog. The Train2Game team bought the story to the attention of The Herts Advertiser as part of Train2Game’s ongoing commitment to supporting students and their development as professionals in the video games and related industries.

If you would like to hear more about Sheldon and his progress creating the ultimate Iron Man suit, make sure to keep an eye on the Train2Game blog.

Read the full interview and watch the video here

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Train2Game, bringing City & Guilds to the Games Industry

Train2Game is a proud supporter of www.plasisgamesportal.com

Train2Game News UK Stand at Gamescom Immensely Popular

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UK stand at gamescom expo generates £31m in potential business for exhibitors at Ukie’s most successful event to date

Ukie’s royal stand at the gamescom expo in August has achieved a record £31m potential business for UK games businesses and attracted over 2,500 visitors, making it the games trade network’s most successful since they started running the UK stand in 2012.

The UK was also the official country partner for this year’s expo, further raising the profile of the UK’s games and interactive entertainment sector to an international audience. Fittingly, the stand this year was the biggest that Ukie has ever had at gamescom, with 60 companies represented on the stand during the three day event.

Ukie held networking events on the stand, with a drinks reception sponsored by Multiplay and Dovetail Games, and a second networking event sponsored by UKTI Germany and UKTI Korea. Visitors to the stand topped another Ukie high, with over 2,500 people visiting, including investors, overseas platforms, VIPs and international press.

The Royal Box presentation area was a new addition to the stand, and was used by companies to showcase new games, host press announcements, and deliver industry insider seminars, covering a range of subjects including UK tax credits, investments, and a talk from Women in Games. 

Dr Jo Twist, CEO of Ukie, said, “We are always proud to represent the community of UK games companies at gamescom, and to do so this year as the official country partner made it an even better opportunity to promote the fantastic work that is being done in the UK. The size and buzz of this year’s stand is a real testament to the growth that we are seeing in the sector and being able to bring these businesses to a global audience is something that Ukie is really honoured to do every year. We look forward to making 2016 even bigger and better than this year’s brilliant achievement.”

The stand also saw the return of the UK Game of the Show Award, sponsored by Green Man Gaming, which was awarded to Robo Pixel Games’ upcoming release Gunnihilation. James Batten, Art Director at Robo Pixel Games, said “We’re thrilled and amazed Gunnihilation won UK Game of the Show, there are so many other amazing projects going on out there – we’re in disbelief! Thanks so much to everyone in, on and around Ukie at gamescom 2015!’

The Ukie staff on the stand were once again joined by three student helpers, who were sponsored to attend the expo as part of the Ukie Student Membership Scheme. The students were selected as part of the programme’s sponsorship award to get the next generation of games talent attending relevant games events.