GameSoundCon Industry Survey Results


As the GameSoundCon conference draws closer, I thought I’d talk a little bit about the Game Audio Industry Survey that was designed by GameSoundCon Executive Producer Brian Schmidt.  The survey was prepared in response to the broader “Annual Game Developer Salary Survey” offered by industry site Gamasutra.  Since the Gamasutra survey suffered from skewed results for game audio compared to other game industry sectors (owing to lower participation from the game audio community), Schmidt set out to obtain more reliable results by adopting a different approach.

Instead of focusing on the yearly salaries/earnings of audio professionals, the survey concentrated on the money generated by the music/sound of individual projects. Each respondent could fill out the survey repeatedly, entering data for each game project that the respondent had completed during the previous year.  The final results of the survey are meant to reflect how game audio is treated within different types of projects, and the results are quite enlightening, and at times surprising.

GSC-SurveyThe financial results include both small-budget indie games from tiny teams and huge-budget games from behemoth publishers, so there is a broad range in those results.  Since this is the first year that the GameSoundCon Game Audio Industry Survey has been conducted, we don’t yet have data from a previous year with which to compare these results, and it might be very exciting to see how the data shifts if the survey is conducted again in 2015.

Some very intriguing data comes from the section of the survey that provides a picture of who game composers are and how they work.  According to the survey, the majority of game composers are freelancers, and 70% of game music is performed by the freelance composer alone.  56% of composers are also acting as one-stop-shops for music and sound effects, likely providing a good audio solution for indie teams with little or no audio personnel of their own.

A surprising and valuable aspect of the survey is to be found in the audio middleware results, which show that the majority of games use either no audio middleware at all, or opt for custom audio tools designed by the game developer.  This information is quite new, and could be tremendously useful to composers working in the field.  While we should all make efforts to gain experience with audio middleware such as FMOD and Wwise, we might keep in mind that there may not be as many opportunities to practice those skills as had been previously anticipated.  Again, this data might be rendered even more meaningful by the results of the survey next year (if it is repeated), to see if commercial middleware is making inroads and becoming more popular over time.

Expanding upon this subject, the survey reveals that only 22% of composers are ever asked to do any kind of music integration (in which the composer assists the team in implementing music files into their game). It seems that for the time being, this task is still falling firmly within the domain of the programmers on most game development teams.

The survey was quite expansive and fascinating, and I’m very pleased that it included questions about both middleware and integration.  If GameSoundCon runs the survey again next year, I’d love to see the addition of some questions about what type of interactivity composers may be asked to introduce into their musical scores, how much of their music is composed in a traditionally linear fashion, and what the ratio of interactive/adaptive to linear music might be per project.  I wrote rather extensively on this subject in my book, and since I’ll also be giving my talk at GameSoundCon this year about composing music for adaptive systems, I’d be very interested in such survey results!

The GameSoundCon Game Audio Industry Survey is an invaluable resource, and is well worth reading in its entirety.  You’ll find it here.  I’ll be giving my talk on “Advanced Composition Techniques for Adaptive Systems” at GameSoundCon at the Millennium Biltmore Hotel in Los Angeles on Wednesday, October 8th.

Many thanks to Brian Schmidt / GameSoundCon for preparing this excellent survey!

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