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Mundo Gamer in the News

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  • Jul 15, 2020

    Quero trabalhar no ramo de jogos por onde começar?

    <p>A todos os profissionais e novatos que sonhar em trabalhar no ramo de jogos, saiba que existe um festival todo voltado para quem come&ccedil;ar e dar in&iacute;cio a sua carreira.</p> <p>O Big Careers, festival do BIG (Brasil&rsquo;s Independent Games), apresentou diversas palestras para mostrar aos participantes do evento, como come&ccedil;ar a entender esse mercado de jogos, que inicialmente &eacute; preciso conhecer o setor.</p> <p>Existem duas coisas totalmente diferentes que &eacute; gostar de games e querer trabalhar no ramo de jogos no Brasil. O mercado &eacute; muito maior do que isso, e aqui no pa&iacute;s a ind&uacute;stria &eacute; enorme e tem muito potencial para crescer.</p> <h2><strong>Vale a pena investir nessa carreira?</strong></h2> <p>Segundo o Censo da IBJD (Ind&uacute;stria Brasileira de Jogos Digitais), em parceria com o Minist&eacute;rio da Cultura e a Homo Ludens, empresa parceira, existem pesquisas e alguns dados preliminares sobre caracter&iacute;sticas do setor.</p> <p>Um levantamento de dados mostrou que o n&uacute;mero de algumas empresas que se formalizaram nessa ind&uacute;stria de games, dobrou entre os anos de 2014 e 2018, com um crescimento de cerca de 107%.</p> <p>H&aacute; espa&ccedil;os para crescimento, e por tanto quem tem vontade de entrar no mercado para trabalhar no ramo de jogos, precisa entender que ter entusiasmo &eacute; o suficiente para se interessar por toda essa ind&uacute;stria. Mas sabendo desde j&aacute; que o menos se faz em um curso de games &eacute; jogar.</p> <p>Programar e trabalhar com isso pode ser sim prazeroso, mas tem uma grande diferente entre escolher essa carreira com a ideia de que os jogos s&atilde;o divertidos ent&atilde;o que a profiss&atilde;o tamb&eacute;m deve ser.</p> <p><strong>Qual a forma&ccedil;&atilde;o necess&aacute;ria</strong></p> <p>Para come&ccedil;ar a trabalhar no ramo dos jogos, &eacute; preciso entender a &aacute;rea &eacute; bastante extensa, aceitando profissionais de diversas &aacute;reas diferentes. Sendo assim, para produ&ccedil;&atilde;o do game &eacute; preciso o designer ou artista, um produtos para os &aacute;udios, um profissional do marketing, um roteirista, um para o setor financeiro, outro para RH outro para as partes legais e burocr&aacute;ticas e por a&iacute; vai.</p> <p>No Brasil existem diversos cursos voltados para a cria&ccedil;&atilde;o e produ&ccedil;&atilde;o de jogos. Fique de olho no Enade na hora de escolher o melhor curso, assim, o MEC d&aacute; um tempo at&eacute; que a faculdade se ajuste. Verifique se a institui&ccedil;&atilde;o possui computadores ou infraestrutura para dar conta de ensinar algo na &aacute;rea.</p> <p>Os cursos de p&oacute;s-gradua&ccedil;&atilde;o assim como os t&eacute;cnicos s&atilde;o uma &oacute;tima forma de profissionalizar a &aacute;rea. Outra dica importante &eacute; sobre o ingl&ecirc;s. Para se destacar nesse meio &eacute; preciso estar afiado no ingl&ecirc;s.</p> <h2><strong>Diploma est&aacute; na m&atilde;o, e agora por onde come&ccedil;ar?</strong></h2> <p>Assim como qualquer profiss&atilde;o, o diploma n&atilde;o te garante nada, para conquistar a vaga de emprego &eacute; preciso correr muito atr&aacute;s.</p> <p>Para saber por onde come&ccedil;ar, isso pode acontecer desde enviar curr&iacute;culos para empresas que possuem vagas, at&eacute; procurar por portais de an&uacute;ncio de vagas abertas. O mais importante &eacute; ter um bom hist&oacute;rico dos seus antigos trabalhos e ser persistente.</p> <h2><strong>Networking</strong></h2> <p>As feiras, palestras e eventos da &aacute;rea s&atilde;o uma &oacute;tima maneira de fazer networking para come&ccedil;ar a trabalhar no ramo de jogos. A import&acirc;ncia de construir uma boa rede de rela&ccedil;&otilde;es, &eacute; t&atilde;o importante como em qualquer outra &aacute;rea.</p> <p>Para isso, participe sempre que poss&iacute;vel desses eventos, e v&aacute; ao encontro de desenvolvedores ou&ccedil;a o que eles tema dizer, o que o mercado busca, e estudo com base nisso. N&atilde;o deixe de conversar e conhecer pessoas, algo que &eacute; extremamente importante.</p> <p>Esses contatos s&atilde;o importantes, &eacute; atrav&eacute;s deles que um poss&iacute;vel contratador ver&aacute; seu interesse na &aacute;rea, e pode te oferecer um est&aacute;gio ou uma ajuda. As pessoas costumam se lembrar da algu&eacute;m que &eacute; esfor&ccedil;ado ou dedicado. O mundo gira, e para quem quer trabalhar no ramo de jogos, se manter atualizado e interagir com outras pessoas &eacute; essencial para come&ccedil;ar.</p>

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  • Oct 27, 2020

    A profitable career

    <p>Some players like Mr Jacobs have turned mastering the art of trading in virtual goods into a tremendously profitable career, while other gamers boasting high disposable incomes will happily spend thousands of dollars on items to accelerate their progress instead of &lsquo;grinding&rsquo; - performing repetitive tasks for many hours to advance in a game.</p> <p>A virtual castle in fantasy game Shroud of the Avatar, advertised as a &ldquo;prime piece of real estate&rdquo;, recently sold for $6,000 (&pound;4,500), while earlier this year an ultra-rare sniper rifle sold for $61,000 (&pound;46,000) in multiplayer first-person shooter video game Counter-Strike: Global Offensive.</p> <p>In the epic space war game EVE Online, wealthy players are rumoured to&nbsp;have dropped upwards of&nbsp;$50,000 (&pound;37,000) to purchase a fleet of powerful spaceships for their alliance, while another wealthy Chinese alliance commander confirmed spending $70,000 (&pound;53,000) on the game to a player who spoke to the Telegraph.</p> <p>&ldquo;I know quite a few people who will spend $3,000 (&pound;2,200) on a Titan (the game&rsquo;s largest spaceship),&rdquo; he added. &ldquo;There are also others who would drop $5,000 (&pound;3,700) to $10,000 (&pound;7,500) on this game, but when you consider how large the playerbase is, it&rsquo;s a very small minority.&rdquo;</p> <p>While Real Money Trading (RMT) for items is forbidden in EVE, players do spend real money on items called PLEX, which can then be traded for Interstellar Kredits (ISK), the title&rsquo;s in-game currency, for purchasing cosmetics and services.</p> <p>&ldquo;We do have some people who will spend thousands of dollars on buying PLEX from us to build a big-ass ship that&rsquo;s worth a couple of thousand dollars in the game,&rdquo; one virtual trader told The Telegraph. &ldquo;And the next month get into a battle, have it blown up, then have to build another one.&rdquo;</p> <p>Dr. Mark Griffiths, Distinguished Professor of Behavioural Addiction in Nottingham Trent University&#39;s Psychology Department, believes some gamers are willing to spend real money as rare virtual items can be seen as &ldquo;life-affirming&rdquo;.&nbsp;​</p> <p>He suggests the motivation behind players purchasing vanity items includes trying to &ldquo;stand out from the crowd&rdquo; and &ldquo;wanting to impress friends or improve gameplay&rdquo;.</p> <p>&ldquo;For most people who are buying virtual assets, it enhances the gameplay. People feel better and have a higher self-esteem as a result of it,&rdquo; says Dr Griffiths.</p> <p>&ldquo;Gamers know what they&rsquo;re buying, they&rsquo;re not being forced into it,&rdquo; he adds. &ldquo;Their attitude is, &lsquo;It&rsquo;s my money, I can do what I want. I&rsquo;m not going beyond my disposable income</p> <p>In recent years, many game developers have adopted a &ldquo;free-to-play&rdquo; model, allowing gamers to download their games and play them for free. So how do they make money? There are three basic techniques:</p> <ol> <li> <p>Sell eyeballs (incorporate advertising).</p> </li> <li> <p>Sell virtual goods (such as power-ups and decorative items) as micro transactions.</p> </li> <li> <p>Sell additional levels, assets or features.</p> </li> </ol> <p>Of course, that&rsquo;s if the developer is publishing its own game.</p> <p>If a developer works for a publisher, then there are two main models.</p> <ol> <li> <ol> <li> <p>Publishing license agreement. The publisher pays the developer an advance against royalties for developing the game; that is, the publisher pays the developers costs for making the game &mdash; but not all at once; the publisher pays the money out in increments when the developer completes pre-negotiated deliverables, called milestones. Then when the game is sold at retail, the developer gets a royalty; that is, a percentage of the sales &mdash; but not until after the advances have been earned out.&nbsp;</p> </li> <li> <p>Work for hire. The publisher pays the developer a negotiated fee for developing the game, and then they part ways. The developer gets no money from sales or other revenues, and has no other rights to the game, including to its characters.</p> </li> </ol> </li> </ol> <p>Let&rsquo;s say the publisher advanced the developer $5M for developing the game. The developer will not receive one penny of royalties until the game has sold enough that the developer&rsquo;s percentage of the sales would have been $5M. (Note that in all my years in the game industry, have I have never known a developer who worked on a project for me to have earned any royalties). In a publishing license agreement, the developer may also be granted certain rights, such as right of first refusal to make a sequel, or a percentage of character merchandise rights.</p> <p>Of course, the way most of us in the game industry make money is by working for someone else who is taking these risks. But even then, there is some risk involved. As an employee, there is a risk of getting laid off, which happens far too frequently in the game industry. As a contractor, there is a risk that your client won&rsquo;t pay you for your work, which has happened a couple of times to me, too</p> <p>Over the past five years, the gaming industry has more than doubled, rocketing to $43.8 ?billion in revenue in 2018, according to the NPD Group. Skilled gamers &mdash; buoyed by the rise of streaming platforms like Google&rsquo;s YouTube and Amazon&rsquo;s Twitch &mdash; have turned into stars who can not only attract millions of fans but also earn millions of dollars. Top Twitch streamer Tyler &quot;Ninja&quot; Blevins, for example, has said he made $10 ?million in 2018 playing online game Fortnite.</p> <p>&quot;There&rsquo;s been incredible [revenue] growth across the board,&quot; says Mike Aragon, who oversees Twitch&rsquo;s partnerships with streamers as senior vp content. &quot;The entire ecosystem has become more mainstream.&quot;</p> <p>Being a professional video gamer has become so lucrative, in fact, that disputes are arising about who has the right to the advertising revenue and brand endorsements that have started to roll in for top streamers. On May? 20, esports player Turner &quot;Tfue&quot; Tenney became the first major player to sue his team, FaZe Clan, alleging that it has limited his business opportunities and pocketed 80 ?percent of his earnings in violation of California&rsquo;s Talent Agencies Act. FaZe Clan responded claiming that it has collected &quot;a total of $60,000&quot; of the &quot;millions&quot; Tenney has earned since signing with the team.</p>

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