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Amateur/Independent Game Development Tools Market 2004-2008
Acacia Research Group, Oct 2004, Pages: 43


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Amateur/Independent Game Development Tools Market 2004-2008 is our comprehensive study on the market for code and content creation tools within the amateur/independent game development segment, one of the fastest growing segments in the game development tools market. This report presents detailed analysis of this crucial and growing market segment and looks at new opportunities and strategies for toolmakers.

This market study examines past, present, and future trends in this rapidly growing tools market and provides historical and projected revenue information for code and content tools by category. It also offers an analysis of our recent survey of amateur/independent developers, with demographic data, information on work habits and productivity, piracy trends, and more. This report is targeted to code and content toolmakers seeking additional streams of incremental revenue and the opportunity to leverage their products and technologies beyond their current markets.

Definitions: We adhere to industry-standard technical and market definitions where possible and define technology areas and markets where necessary. Below you will find information regarding the specific usage of technical and market terminology found within this report.

Market Definition- Amateur/Independent Game Development: (referred to in this report as ama-indy) This market segment is comprised of individuals and teams that are seriously seeking to create and distribute shareware or retail games but do not have the backing of major established publishing muscle. Experience levels range from none to many years and tool budgets range from nearly nothing to tens of thousands of dollars.

Other Definitions- 4GL: 4th Generation Language, Slightly inaccurate term used to refer to products such as Microsoft’s Visual Basic and Borland’s Delphi.- API: Application Programming Interface, A library that enables specific functionality without creating it from scratch. APIs range in scope from a handful of functions to full-blown middleware systems and engines.

- CAGR: Compound Annual Growth Rate, The year-over-year growth rate over a specified period of time. CAGR does not truly represent reality. It is an imaginary number that describes the rate at which a variable-rate investment has grown as though it had increased at a steady rate.

- Freeware: Software distributed free of charge, though donations are often solicited from dedicated users.

- GPL/LGPL: (Lesser) GNU General Public License, Common license for freely distributed software components, such as game engines. Libraries released under LGPL can be used by proprietary software whereas those released under GPL can only be used in free software.

- Lightmapping: A clever way to fake real-time lighting for games. Game levels include two sets of texture maps, one for color and another that contains light and shadow – which is blended with the texture map to create a more convincingly shaded environment. A lightmapper is a tool that is used to create lightmaps for game geometry.

- Pixel/Vertex Shading: The latest graphics hardware and APIs allow small programs to be run for each rendered pixel (or each model vertex) – processing the data to create a particular shading or geometry effect.

- Retail/Reseller/Direct – Software sold to users either via store shelves, resellers, or directly. Products distributed electronically now commonly feature a trial period – after which the software will no longer function.

- Shareware: Traditionally, software freely distributed with the caveat that users should/must pay to use the software beyond a set period (usually 30 days). Occasionally, though not technically correct, this term is also used to refer to software with an enforced trial period.

- UV: The coordinate space used for texturing 3D models. UV mapping refers to applying UV coordinates to a model in a way that the texture map is lined up properly on each of the model’s faces.

- Warez: The hip Internet term for pirated software. Superset of Appz, Gamez, Romz, Toolz, and other incorrectly pluralized piracy terms.

Methodology
We conduct our primary research via interviews and surveys with product vendors, technology suppliers and, where possible, distributors and end users of the given technology. Based on that data, our analysts make certain assumptions to extrapolate market sizing and forecasts. Where primary research is not available, forecast assumptions are based on extensive analyst knowledge of given industries and the market dynamics necessary for growth or decline within that sector. In assessing the installed base of a certain technology, our analysts make assumptions on the life span of those technologies and calculate the possible retirement rate to arrive at the installed base. Occasionally we will cite third-party data. The copyright holder of that data is responsible for collection and analysis methods employed for their own data collection and extrapolation.


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