DRAFT Summary of Potential Strategic Opportunity: Computer and Video Gaming Industry November 2, 2005 “Whether we like it or not, this is the medium of our moment. It is a medium that is telling our cultural story and the fact that it is a primary tool of youth and adolescents means it will have a tremendous impact on how the next generation or two plays itself out…” Sheldon Brown, Visual Arts Professor and Director of the Center for Research in Computing and the Arts, University of California, San Diego “The opportunities for our industry are vast and exciting. We are growing and broadening our audience, opening new frontiers, developing online and wireless platforms and creating truly original and unique forms of entertainment.” Douglas Lowenstein, President, Entertainment Software Association “ We are seeing interactive entertainment in its infancy right now. It’s like being at the dawn of television. What happens now is going to affect how everyone is entertained in the future.” Rob Adams, Orbital Media Economic Impact: Is the industry economically critical; i.e. would the region be substantially impacted by the industry growing, changing, or leaving? Are there impacts on other parts of the economy due to the state of this industry or sector? Preliminary research on the size and significance of the computer and video game industry is as follows: U.S. computer and video game software sales grew 4% in 2004 to $7.3 billion, a more than doubling of industry software sales since 1996. This compares to about $9 billion in sales for the film industry in 2004. 1 Video games will eclipse music as the second most popular form of entertainment by 2008, with worldwide consumer spending on video games hitting $55 billion compared to $33 billion for recorded music. The rise of a large middle class in India and China is driving demand for consumer products all over the world. Big companies like HP, eBay and Electronic Arts, are increasingly focusing on these consumer markets. In 2004, in the U.S., more than 248 million computer and video games were sold (up 4% from 2003), almost two games for every household in America. 75% of American heads of households play computer and video games. 47% of Americans have purchased or plan to purchase one or more games in 2005. 42% of game players say they play games online one or more hours per week. In addition, 34% of heads of households play games on a wireless device such as a cell phone or PDA, up from 20% in 2002. The technical requirements for video games are pushing the most popular technologies (cell phones, Palm Pilots, computers and TV) to become more versatile and powerful. College graduates are now more likely to head into interactive software than moviemaking and most big films such as “Star Wars” and “SpiderMa” are created simultaneously with interactive games that are released at the same time. (Christian Science Monitor, June 3, 2005) The industry is now at an important crossroads, say experts, largely due to it its explosive growth. With the costs to develop a hit new game topping $10 million, major game companies such as Sony and Microsoft are in danger of favoring profits over the innovative spirit that brought them to this point. (Christian Science Monitor, June 3, 2005) High Growth?: Criteria which could include a growing number of jobs, changes in the nature of the work, an emerging industry, high wage jobs, ability of workers to transition into this industry, etc. There is clearly significant growth in the computer and video gaming industry as described above. But will this growth translate into a substantial 2 enough need for workers - who fit the community college profile - that it warrants an organized response? Answering this question has been somewhat elusive, because LMID data on projected growth of computer and video gaming occupations is not available currently. What we do know is: The projected job growth in the digital media industry is significant. For example, the growth projected for multimedia artists and animators, in California from 2002-2012 is 27.8% or 2,200 new jobs. When separations are included – 1,700 more workers will be needed over this period – making the percentage of growth in total jobs an impressive 49%. The average wage for these multimedia artists and animators is $31.75 per hour - an excellent wage. The general job titles and skills sets needed in the computer and video gaming industry are closely aligned with the job titles and skills needed in the digital/multi-media industry. However, there are some unique skill sets to creating computer and video games. There is a clear career path in the computer and video gaming industry that somewhat mirrors the career path in the multi-media/digital media industry. The following chart shows the job growth in occupations that are most closely aligned with occupations in computer and video gaming: California Occupational Projections 2002-2012 Occupation 2002 2012 10,100 Employment Change 2,200 Percentage Change 27.8% Openings due to separation 1,700 Median hourly $31.75 Multi-media Artists/animators Producers/Director Computer Programers Computer Software Engineers 7,900 11,400 48,200 14,300 53,700 2,900 5,500 25.4% 11.4% 1,700 11,400 N/A $35.47 79,100 108,900 29,800 37.7% 7,800 $40.96 3 Career Path Information The International Game Developers Association (IGDA) has a section on their web site devoted to career paths in the industry and how to “break in” to jobs in video and computer game production. This term implies that getting into the industry is not easy – and that is true if you want to be a designer or a producer. But it appears that there is room at the entry-level positions (see below) for workers with the appropriate skills and motivation to enter the industry. There very well may be a significant number of opportunities for community college students who have the proper training – training which our colleges can provide. Computer and Video Game Industry Career Path (from igda.org) Area Occupations Audio Production Visual Arts Programming Comments on entry-level jobs sound engineer/designer composer audio programmer/engineer Producer Project Manager Associate Producer Game Tester Lead Tester Intern artist 3D Model Builder (objects) 2D conceptual artist 2D texture artist 3D cutscene artist 3D character builder 3D character animator Level builder Art Director Art technician Junior Programmer Lead programmer Engine/Tools programmer AI programmer Multiplayer networking programmer 4 Generate games sound effects, compose music, write software to support sound Game tester detects bugs and reports to programmers. Lead tester supervises all testers and often trains them. Appears to be a lot of cross-over here with the skills needed to me a multimedia artist and animator, although there are some unique software packages that artists in this industry need to be familiar with. Code is the core stuff of games. 3D graphics programming is a must. Also helpful are: AI,3D math, physics, sound programming, collision systems, game design EntrySalary (1-2 years Experience) $45,000 Producer $60,000 Testers – $10-12 per hour(?) $57,000 $55,000 Design Biz & Misc. game designer lead designer level designer fiction writer/screenwriter theory. C/C++ seems to be a very common program used in the industry. Level designers builds the interactive architecture for a segment of the game. Screenwriter creates the backstory, writes character dialogue. all the support staff that keeps the industry going managers marketing/PR sales systems administrators accounting/business $50,000 varies Challenges faced by the Industry (that will impact growth of the industry) The following are six challenges facing the industry as outlined by Douglas Lowenstein, President of the Electronic Software Association, in his 2005 State of the Industry Address made at the E3EXPO – one of the largest annual industry events. According to Lowenstein, if the computer and video game industry is to become the dominant form of entertainment in the 21st century, the industry needs to: 1. broaden the game audience by making more games with mass market appeal 2. create more complete game experiences with more emotional impact, better stories, and more interesting and complex characters. 3. make games more accessible and easier to play 4. create new financing models that bring in new sources of capital to fund game development. 5. continue to develop and exploit emerging platforms, specifically online and mobile. 6. overcome cultural resistance and fear and establish cultural credibility. {Lowenstein claims that video games today are under attack by politicians 5 who are acting to help parents raise their kids safely. We must address these issues – we ignore them at our own peril.} Size: Is the industry workforce need substantial enough to warrant an organized response from the community colleges? Again, this was addressed in the high growth section of this summary and the data needed to answer this question is being sought from the International Game Developers Association (IGDA.) and key employers. Relevance: Is the opportunity within the niche of the CC’s (based upon existing strengths and assets; this will need to be validated with colleges)? Yes, especially in the more entry-level areas of game tester, junior programmer, and visual artists (depending on experience.) It may even fit for students who already have BA degrees but who are returning to the community college to get training in order to either change occupations or who are seeking advancement/promotion in their field by filling in gaps in their skills sets in the multimedia industry. One college in the region reports that more than 50% of the digital media students have BA degrees and the average age is 35. Perhaps these demographics are mirrored at other colleges in the area and in LA. Adaptive: Will it help the colleges to change or adapt? (i.e. become more market responsive by changing the way they plan and deliver their service offerings to the community) Yes, especially since the skills needed for many of the occupations in this industry are already taught at our community colleges. By adapting digital and multi-media programs to include curriculum in the specific areas related to computer and video game production (i.e. audio, quality assurance, 6 programming, visual arts software, how the game industry works) community colleges can prepare students to enter this growing industry. Leveraging: Are other workforce entities planning around this industry? Could funding, partnerships or other things be leveraged in addressing this industry? Bay Area: The San Francisco Mayors Office of Economic Development has made attracting digital arts companies to San Francisco a major focus. Lucas Arts is already located at the Presidio in San Francisco. The Silicon Valley Economic Development Alliance (sveda.org) highlights video game production as a major emerging industry. SVEDA identifies seven economic development clusters that they believe are the economic drivers for the Silicon Valley. One of them is Innovation and Creative Services and within that cluster, video game production is noted as an emerging industry. SVEDA cites the falling price of computing power and technical graphics design tools have enabled producers of games to make their products more compelling. They state that games are attracting a market worldwide. The City of San Jose will host the 2006 edition of the internationally renowned International Symposium on Electronic Arts (ISEA). ISEA is an international non-profit organization fostering interdisciplinary academic discourse and exchange among culturally diverse organizations and individuals working with art, science and emerging technologies – a global festival of art on the edge. Los Angeles: The Center of Excellence in Los Angeles partnered with the Entertainment Economy Institute and the Multimedia Entertainment Initiative to complete two reports focused on Entertainment. Discussion has continued to explore the areas of digital entertainment and video gaming. Additionally, The Entertainment Industry Development Council 7 developed a report for the City of Los Angeles Workforce Investment Board titled, Sectoral Workforce Development Strategies, which focused on the area of video-gaming in 2002. The COE has meetings planned with the Executive Director of the LA City WIB to discuss this report and a partnership for expansion. The Entertainment Economy Institute expressed interest in developing a follow-up to the 2002 report, but funding would be a challenge. The LA COE is in discussion with the Labor Market Information Division who may also be interested in exploring this project. They assisted in identifying SOC areas where we may find workers engaged in videogaming (See attachment 1). This includes a list of “other industries” these workers are also found in. The Los Angeles Economic Development Corporation is presenting a forecast Friday 11/4/05, and the COE will be attending to learn more about the potential for this area and possibly identify additional strategic opportunities. Statewide: The CCCEWD Multimedia and Entertainment Centers develop and deliver instruction allowing students and working professionals to achieve artistic excellence and develop technological expertise needed in the communications, entertainment and interactive learning industries. Possible Next Steps: Contact computer and video game industry associations to get job growth projections for the industry. {Note: IGDA has been contacted, but has no data on job growth projections (as of 11/3/05.). IGDA does have data on the demographic profile of the game industry workforce as it exists currently.} Contact key employers to get information on projected job growth and 8 hiring trends. Electronic Arts, Lucas Arts, Sony Computer Entertainment America, Nintendo and Microsoft are the major players in the industry and would be likely suspects. Contact faculty at Bay Area and LA colleges with multimedia programs to determine their industry connections in order to facilitate capturing data on job growth projections. Key Employer profiles: Electronic Arts, the world’s leading independent developer and publisher of interactive entertainment software for personal computers and advanced entertainment systems such as the PlayStation®2 Computer Entertainment System, the PlayStation®, Xbox™ video game console from Microsoft, the Nintendo GameCube™ and the Game Boy® Advance. Since its inception, EA has garnered more than 700 awards for outstanding software in the U.S. and Europe. Sony Corporation of America, based in New York City, is the U.S. subsidiary of Sony Corporation, headquartered in Tokyo. Sony is a leading manufacturer of audio, video, communications, and information technology products for the consumer and professional markets. Its music, motion picture, television, computer entertainment, and online businesses make Sony one of the most comprehensive entertainment companies in the world. Sony's principal U.S. businesses include Sony Electronics Inc., Sony Pictures Entertainment, Sony Computer Entertainment America Inc., and a 50% interest in SONY BMG Music Entertainment, one of the largest recorded music companies in the world. Sony recorded consolidated annual sales of approximately $67 billion for the fiscal year ended March 31, 2005, and it employs 151,400 people worldwide. Sony's consolidated sales in the U.S. for the fiscal year ended March 31, 2005 were $18.4 billion. LucasArts is a leading publisher and developer of interactive entertainment software for video game console systems and personal computers. The company was founded by filmmaker George Lucas to provide an interactive element to his vision of a state-of-the-art, multifaceted entertainment company. Since its inception in 1982, LucasArts has continually been heralded for its focus on creating rich, immersive worlds for players to discover. LucasArts games continually receive critical acclaim and attain commercial success, with the company’s products often earning Game of the Year honors, including multiple awards from the Academy of Interactive Arts & Sciences. Today, LucasArts continues to advance the art of game design, while still adhering to its original design philosophy: to create games that inspire, challenge and engage players. Consistent with Lucasfilm’s movie heritage, each game combines vital film elements – compelling storytelling, painstaking character development and vivid settings – with interactivity or “gameplay” acting as the element that distinguishes games from more traditional, linear mediums. 9 Nintendo of America is worldwide leader and innovator in the creation of interactive entertainment, Nintendo manufactures and markets hardware and software for its popular home video game systems -- Game Boy®, Nintendo® 64, Game Boy Advance and the GAMECUBE. Since the release of its first home video game system in 1985, Nintendo has sold over 2 billion video games worldwide, creating enduring industry icons such as Mario and Donkey Kong and launching such franchises as Zelda and Pokemon. As a wholly owned subsidiary, Nintendo of America, Inc. (based in Redmond, WA) serves as headquarters for Nintendo's operations in the Western Hemisphere. Microsoft is an established player in the rapidly growing gaming industry. Microsoft Games Studios consists of 14 separate studios spread over four major cities that develop games for the PC, Xbox, and online platforms. Each studio is its own entity, focused on its own particular genre (racing, action/adventure, sports, flight simulation, etc.) and displaying its own unique personality. A key attraction is Xbox, the Microsoft video game system that brings dynamic power to gaming and home entertainment. Xbox empowers game artists by giving them the technology to fulfill their creative visions and construct games that blur the lines between fantasy and reality. Microsoft is looking for experienced game developers, artists, producers, testers, audio designers, motion-capture specialists, and designers. We provide the resources; you provide the imagination, creativity, and inspiration. 10 Attachment A: LMID Projections: California Employment Development Department >> Labor Market Information >> Staffing Patterns Search Page Employment Development Department Labor Market Information List of Industries Employing Multi-Media Artists and Animators The following industries employ Multi-Media Artists and Animators , SOC Code 27-1014 (3). The experience/education usually required by most employers for this occupation is Work Experience, Plus a Bachelor's or Higher (4). This list is sorted by the 2002 employment from largest to smallest. Return to the Search Page. Additional Resources for Career Development Employment in California (1) Numeric 2002 2012 Industry (NAICS) (2) Change Motion Picture and Video Industries (NAICS 512100) 3,000 4,000 1,000 Software Publishers (NAICS 511200) 1,400 2,100 700 Computer Systems Design and Rel Services (NAICS 541500) 1,000 1,100 100 Advertising and Related Services (NAICS 541800) 500 500 0 ISPs and Web Search Portals (NAICS 518100) 300 400 100 Radio and Television Broadcasting (NAICS 515100) 300 300 0 Specialized Design Services (NAICS 541400) 200 300 100 Independent Artists/Writers/Performers (NAICS 711500) 100 100 0 Employment Services (NAICS 561300) 100 100 0 Telecommunications Resellers (NAICS 517300) 100 100 0 Employment in California (1) Numeric 2002 2012 Industry (NAICS) (2) Change Newspaper, Book, & Directory Publishers (NAICS 511100) 100 100 0 Data Notes: (1) Source: These data come from the Industry and Occupation Employment Projections program of the Employment Development Department. All employment figures have been rounded to the nearest 100. See the Occupational Projections - Introduction and Methods and the Industry Projections - Introduction and Methods for more information. Some occupation/industry combinations may not be included to protect employer confidentiality or because the base survey resulted in a large standard error. 11 Employment Development Department Labor Market Information List of Industries Employing Computer Software Engineers, Systems Software The following industries employ Computer Software Engineers, Systems Software , SOC Code 15-1032 (3). The experience/education usually required by most employers for this occupation is Bachelor's Degree (4). This list is sorted by the 2002 employment from largest to smallest. Return to the Search Page. Additional Resources for Career Development Employment in California (1) Numeric 2002 2012 Industry (NAICS) (2) Change Computer Systems Design and Rel Services (NAICS 541500) 13,600 23,000 9,400 Software Publishers (NAICS 511200) 4,900 8,200 3,300 Computers and Peripheral Equipment (NAICS 334100) 3,800 4,200 400 Scientific Research and Development Svc (NAICS 541700) 3,800 5,100 1,300 Electronic Instrument Manufacturing (NAICS 334500) 2,800 3,400 600 Semiconductor and Electronic Components (NAICS 334400) 2,200 2,700 500 ISPs and Web Search Portals (NAICS 518100) 2,100 3,100 1,000 Communications Equipment Manufacturing (NAICS 334200) 1,400 1,700 300 Management of Companies and Enterprises (NAICS 551100) 1,400 1,900 500 Telecommunications Resellers (NAICS 517300) 1,200 1,400 200 Employment in California (1) Numeric 2002 2012 Industry (NAICS) (2) Change Motion Picture and Video Industries (NAICS 512100) 1,200 1,700 500 Architectural and Engineering Services (NAICS 541300) 1,100 1,300 200 Employment Services (NAICS 561300) 1,000 2,100 1,100 Electronics and Appliance Stores (NAICS 443000) 900 1,200 300 Commercial Goods Merchant Wholesalers (NAICS 423400) 800 1,100 300 Nondepository Credit Intermediation (NAICS 522200) 700 900 200 Data Processing and Related Services (NAICS 518200) 700 900 200 Educational Services (NAICS 611000) 700 900 200 Management & Technical Consulting Svc (NAICS 541600) 400 600 200 Electronic Markets and Agents/Brokers (NAICS 425000) 400 600 200 Employment in California (1) Numeric 2002 2012 Industry (NAICS) (2) Change State Government (NAICS 999200) 400 500 100 Accounting and Bookkeeping Services (NAICS 541200) 300 400 100 Commercial & Service Industry Machinery (NAICS 333300) 200 200 0 Security & Commodity Investment Activity (NAICS 523100) 200 200 0 Wireless Telecommunications Carriers (NAICS 517200) 200 400 200 Local Government (NAICS 999300) 200 200 0 Wired Telecommunications Carriers (NAICS 517100) 200 200 0 Legal Services (NAICS 541100) 100 100 0 Other General Purpose Machinery Mfg (NAICS 333900) 100 100 0 Machinery & Equipment Rental & Leasing (NAICS 532400) 100 200 100 12 Industry (NAICS) (2) Offices of Real Estate Agents & Brokers (NAICS 531200) Audio and Video Equipment Manufacturing (NAICS 334300) Other Financial Investment Activities (NAICS 523900) Medical Equipment and Supplies Mfg (NAICS 339100) Industrial Machinery Manufacturing (NAICS 333200) Activities Rel to Credit Intermediation (NAICS 522300) Electric Goods Merchant Wholesalers (NAICS 423600) Misc Nondurable Goods Merchant Whsle (NAICS 424900) Magnetic Media Manufacture & Reproducing (NAICS 334600) Other Miscellaneous Manufacturing (NAICS 339900) 13 Employment in California (1) Numeric 2002 2012 Change 100 100 0 100 100 0 100 100 0 100 100 0 100 100 0 100 200 100 100 100 0 100 100 0 100 100 0 0 100 100