While this report is not explicitly directed toward 3D artists, there is some useful information about the game industry as a whole and what should be kept in mind as someone entering the industry. The survey had 2,202 responses.
- 39% of the sample had a university degree, 21% had a post-graduate degree. 14% had less education than high school/secondary school.
- 35% of the sample had a specialised degree related to game design and development. 32% had a degree directly related to game development.
- 46% of the sample were looking for their first industry job, implying that there is a high demand for entry-level jobs.
- 38% of students wanted to work in a first-party company, whereas 34% were looking to work in an independent company. The rest were either looking to work in a second or third party company.
- Selecting all which applied, 73% of the sample said that learning new skills was most important to them when looking for a new job. 68% said location whereas 63% said salary.
- 75% of the sample had not been laid off in the past two years, but 41% have had to relocate for work at least once in the past 5 years.
- The 70% of the sample which said they were currently full-time employed on average had 3.75 employers in the past 5 years.
- Upon being asked why people choose to go freelance or self-employed, 58% said 'To have more control over working conditions like hours', 56% said 'to have more control over the content of the work', 55% said 'To make the games you want to make'.
- However, of those working in freelance, one-third said they were not able to find a permanent job.
- 45% of the sample had experienced more than two crunch periods in the past two years.
- Half the sample expected crunch time at their work place, whereas 37% said that they did not feel it was a normal part of their job.
- 52% of respondents thought that crunch was not a necessary part of game development, 27% strongly disagreed whilst 19% agreed, with just 5% strongly agreeing.
- 53% of the sample said that poor scheduling was the reason for crunch time, with 36% saying that it was because of feature creep, and 35% said it was because of unclear expectations.
- 20% of the sample work in companies with 101-500 employees, 17% work in companies with over 500 employees, 19% work in companies with 11 to 50 employees.
- 38% of part-time workers worked at companies with 2-5 people and 33.5% worked for themselves.
- 48% of the sample would prefer to work with an indie company whilst 36% would rather work for a AAA company.
Harvard Reference: Edwards, K. et al. (2014) IGDA Developer Satisfaction 2014 Report. [Internet] available at https://c.ymcdn.com/sites/www.igda.org/resource/collection/9215B88F-2AA3-4471-B44D-B5D58FF25DC7/IGDA_DSS_2014-Summary_Report.pdf Acessed 12th January 2015
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