|
Though
it’s a $6 billion industry in the US alone, most Indian software
companies are staying away from the fun. Srikanth R P highlights
the few who are enjoying themselves
Name
a segment of the IT industry, which is worth billions of dollars,
but is not yet seriously tapped by Indian companies? If you
thought we were talking about BPO you are in for a surprise:
the segment is game development, and the Indian companies
in this space can be counted on your fingers.
While Indian enterprises are present in almost every conceivable
space where there is a scope for developing IT applications,
it is in the game development arena that big names from the
Indian subcontinent are missing. This is surprising, since
Indian entities are trying to outdo each other to gain marketshare
in the low-end IT services and the current hot favouritethe
BPO space.
 |
| K
Rajesh Rao says there is great potential for Indian game
developers who can demonstrate world-class quality and
game development experience |
The
market
While Indian software developers continue to play the waiting
game, the market for game development is booming. Consider
this: in 2001, American computer and video game sales in terms
of revenue were estimated to be $6.35 billion. The players
in this segment are global icons. In the interactive gaming
industry, Sonys Playstation has half the market share,
closely followed by Nintendo. The toddler in this space is
the worlds biggest software company, Microsoft, which
has only recently made an entry with its Xbox.
The reason why this should interest Indian software developers
is simple. As competition builds-up, the three major companies
in this space are looking at third party developers to create
games for their consoles. And here is where the opportunity
lies for Indian developers.
Potential
The games industry consists of two major sectorsvideo
games and computer games. While the computer games market
has been dominated by a single standard, i.e. the PC, the
video games market has been dominated by proprietary standards:
Sonys PlayStation 2, Nintendos Game Cube and Microsofts
Xbox. The few Indian players in this space are concentrating
on both segments. These include Dhruva Interactive, Paradox
Studios, Indiagames and Escosoft. Though the segment does
not boast of a Infosys or a Wipro, the potential is undoubtedly
huge. Says K Rajesh Rao, chief executive officer of Dhruva,
Globally, the games industry is under increasing pressure
to reduce development time and cost of production. A typical
big budget game title today takes around 24 months to make,
and will have a production budget of $4-10 million. Because
of the time involved, major publishers and studios are looking
at outsourcing development, provided quality and reliability
considerations are fulfilled by the development partner. There
is great potential for Indian game developers who can do this
and demonstrate world-class quality and game development experience.
Just like the software space, Indian game developers are starting
out by doing small pieces of work and moving on to a higher
level like developing their own game engines. For instance,
small game development companies have made their entry in
this space by coding, creating art assets and game levels
and developing tools for porting games from one platform to
another. If Indian players build enough expertise and knowledge
they could play a bigger role in the development of original
games. Says Anurag Khurana, chief executive officer of Paradox,
The potential for Indian game developers is enormous
as there are excellent programmers in India and the market
is growing at a fast pace, especially the wireless domain.
We have the capability to tap this market due to the large
number and variety of wireless devices owned by people all
over the world. What Indian developers need is an entrepreneurial
environment and support from the VC community. If this is
done, we can compete against the best in the world in terms
of quality and cost of development.
Though the number of players in the Indian market is small,
it is increasing gradually. Proportionately, the demand for
specialised game development tools like 3D Studio Max from
vendors like Discreet is also on the upswing. Says Pankaj
Kedia, the companys regional director for south Asia,
In the year 2000, we did not have a single game development
player on our list. Today, we have eight customers and the
numbers are increasing. The trend is obviously positive, and
we can see a lot of Indian players bagging contracts for game
development.
Additionally, innovations in the field of game development,
like Discreets gmax, have also boosted revenues for
the company in India. Most people get bored after playing
the same game at the same levels after a point of time. This
is where gmax allows game developers to extend the life of
a game title by licensing gmax development code, which helps
in creating and distributing gmax game packs. What this means
to users is that they can customise the content as per their
liking and thereby increase the shelf life of the game.
 |
| According
to Anurag Khurana Indian developers need an entrepreneurial
environment and support from the VC community to enable
them to compete against the best in terms of quality and
cost of development |
Player
strategies
Even though the game development industry in India is small,
it is interesting to note the efforts made by companies trying
to make a mark. One of the earliest players was Dhruva, established
in 1997. The company has two divisions, one for 3D games and
the other for mobile games. The former division develops games
for gaming consoles and for the PC, while the latter develops
games for mobile devices. While this looks like an effort
similar to any other game development company, the reason
Dhruvas case is laudable is due to the efficient use
of the limited resources at its disposal, and its constant
climb up the value chain. For instance, during 1997-98, the
company mainly invested in R&D, which included building
its own 3D engine technology and developing core competencies
in various disciplines like Art, Technology and Design. The
company also spent a lot of time and effort in understanding
business dynamics and building contacts and relationships
with international players in publishing and development.
The R&D phase culminated in the companys first game
demo, which was displayed to many key international players.
At the Infogrames headquarters, the company ran the demo for
Eric Mottet, one of the co-founders of Infogrames, who was
then the head of worldwide development. He was impressed with
the demo, and Dhruvas initiative of trying to create
a world-class game development studio in India. Subsequent
discussions with Infogrames resulted in Dhruva being signed
on for developing the PC version of Mission:Impossible, a
title which had earlier proved hugely successful for Infogrames
on the Nintendo 64 platform. Dhruva, thus became the first
Indian game developer to be hired by a major international
publisher to develop a game title, signalling its entry on
the international stage.
Over the last three years, the company has built a strong
reputation in the global game development community and is
highly respected for its capabilities. This can be seen from
the game titles that Dhruva has worked on. Says Rao, This
year, two of the games that Dhruva worked on were released
in international markets. These are Geoff Grammonds
Grand Prix 4 (PC) published by Infogrames, and TOCA Pro Race
Driver (PS2) published by Codemasters.
Both
games are highly successful. We are currently working on four
big titles. Two of these games are racing games (one for Xbox,
the other for the PS2/Xbox), one is an action game based on
a very popular Hollywood franchise (PS2, Xbox, PC), and one
is a simulation game for the PC. Another feather was
added to Dhruvas cap when Mottets investment company
made an equity investment in it.
The other important player in the Indian game development
space is Delhi-based Escosoft. While software makers are talking
about developing games for international game majors, this
company is looking at building its own game engine (the software
on which games are developed). Currently, game development
companies are required to pay huge royalties to game engine
companies. By developing Indias own game engine, Escosoft
can offer game developers a much more cost-effective option.
Players like Paradox are also rapidly making their mark in
game development. Though the company is involved in the development
of games for various platforms, Paradoxs core expertise
lies in multi-player gaming. The company has also built a
large game portfolio with more than 100 games developed. Besides,
Paradox is also actively looking at the wireless segment,
which is believed to be the next big segment in the game development
space after video games. Says Khurana, Indian companies
can make a mark in the wireless domain since the market is
vast, and the cost of development and time required for the
same is considerably less compared to other domains. Since
wireless device specifications are changing at a very rapid
pace, the possibilities of making games for the same keep
on changing. Indian companies can provide these games at a
lower cost without compromising on quality. Also, since there
is a large pool of qualified developers, it is possible for
us to make a mark in this space quickly. Paradox is
also working on developing a action-based 3D game title called
BattleDust: The Championship.
One player whose strategies look strikingly similar to those
of other Indian software product companies is Mumbai-based
Indiagames. Says Vishal Gondal, its chief executive officer,
We have two revenue models: services and products. Though
we derive around 80 percent of our revenues from developing
and licensing our products, we realised that if products are
the jam of our business, then services are our bread and butter.
We have tried to implement a combination of both, so that
while products allow us to innovate, services provide us the
required stability. On the products side, the company
has created Indias first 3D game, Yoddha. On the services
side, the companys focus is on three main segments,
advergames, console gaming and wireless gaming. Advergames
refers to a segment where companies look at enhancing their
brand image by employing games to hook the user to a particular
brand. These games are not restricted to the Net and can be
deployed offline, on media like kiosks.
In addition, there are players like Milestone Interactive
Software developing games for the international market on
the PS2, PC and Xbox platform.
 |
| Pankaj
Kedia says there is a positive trend in game development
and the number of Indian players bagging contracts is
on the rise |
Key
challenges
While the market is huge, beyond the few companies we have
spoken about, not many Indian players have made an impact
in this space. There are a host of reasons for this. Jayant
Sharma, chairman and chief executive officer of Milestone
sums it up nicely when he says, Game development is
very complex, and requires specialised skill-sets that are
not easily available. A good game can only be created by the
right combination of design, programming and creative effort.
Building such a team that already has the required skills
is not easy. Game development is also highly expensive if
games are developed for the global market. Moreover, electronic
games in India are not part of the mainstream culture, unlike
other developed markets where at least one generation has
grown up playing video games. Thus, the barriers to building
successful game development activity in India are cultural,
social, and financial. Adds Khurana, The reason
why a handful of Indian companies are able to make an impact
is that Indian companies have traditionally ignored the gaming
market due to certain mindsets. Many people still do not acknowledge
the fact that there is a large gaming market out there. They
are of the view that games is a hobby for brats rather than
a means of exercising the brain. Due to this lack of understanding,
they havent bothered to approach venture funds. The
few companies that are operating in this space are always
starved for funds to buy new technology to develop better
gaming applications. I remember in our start-up days the dilemma
all of us were faced with. When someone asked us, What
do you do for a living? and we answered, We work
in a games development company, the next question promptly
asked was, Thats ok, but what are you paid for?
This is the reality most companies in game development are
confronted with as there is no adequate understanding of the
market. Additionally, Indian society has not had a significant
exposure to gaming, and there is very little game development
talent available. Hence the real challenge for a game development
company is to first build teams by recruiting the right talent
and providing them the required training; only then can it
look at building its expertise.
Some Indian companies have now started offering courses on
game development. One such company is Arena Multimedia; it
has started a course called Arena Gaming Specialist Programme,
validated by players like Indiagames and Paradox. Says Sudhir
Mathur, head of Arena, Game development is one area
where India can emerge as a strong provider of content or
programming resources. In the last year itself around 10 Indian
companies have ventured into gaming. Globally, game revenues
from interactive TV, mobile phones and the Internet are expected
to zoom. Industry estimates suggest that by 2006, 529 million
people across the world will play mobile, interactive TV and
online games. There was a need for trained manpower in this
segment. Looking at the demand, and the absence of an industry
course to fulfil this demand, we launched this programme.
Arena has structured the course into three levels. It teaches
students concepts of animation, game development, including
game content design, game engines-driven development, and
finally, Java programming to develop interactive games that
can be played on mobile devices.
Considering
the lack of demand in the domestic market, almost all players
are concentrating their energies on countries like the US
and Japan. But some like Dhruva and Paradox are looking at
growing the Indian market. Dhruva plans to develop games keeping
in mind Indias social and cultural context. As for players
who complain about the lack of local demand, Paradoxs
Khurana has a ready explanation. Gamers are gamers,
whether Indian or foreign.
The
market is huge, it has only to be tapped properly. Dont
expect to sell your PC title for Rs 1,000 or a mobile game
at Rs 100 in India. Price it keeping in mind Indian sensitivity
to the cost factor and the Indian gamers choice in mind,
and you can definitely create demand.
Think about it. Wouldnt you love to play with characters
of the Mahabharat or the Ramayan? It seems the path ahead
for Indian game development companies is to constantly move
up the value chain and look at building their own game titles.
But while a multibillion-dollar market is waiting to be tapped,
not many Indian players are queuing up. Is Nasscom listening?
| Key
stages of game development |

Click
on image for larger view |
Sudhir
Mathur, head of Arena Multimedia, demystifies the
jargon and explains the various stages of game development
There are five main departments in a game company: Art,
Design, Programming, Sound, and Support. Many companies
divide each into sub-categories. Art departments, for
example, are often divided into 2D art, 3D art, and
animation, while the programming team may be split to
focus on AI, technology, and gameplay.
The art department
If you want to follow the path of the artist, you need
to first pick a dimension. 2D artists make tiles, textures
and skins for 3D models. Depending on the type of game,
they can also do painted backdrops, skyboxes and any
number of other things. They are also often called upon
to do concept sketches for games early in the development
cycle. 3D artists make in-world models for 3D games;
models can range from humans to vehicles to inanimate
objects, depending on the project.
Animators bring humanoids, enemies and creatures to
life in 3D games. They build models within the polygon
limitations of the game engine, and then apply animation
techniques. Many animators start out as 3D modellers
or 2D artists and are trained on the job to animate
with other programmes. The tools of the trade for 2D
artists include programmes like Adobe Photoshop (the
industry standard), Paint Shop Pro, Painter, and a number
of other 2D art programmes. Many 3D artists use 3D Studio
Max, Softimage, and Maya to make and animate models.
3D art programmes tend to be very expensive, so self-taught
modellers are hard to find.
-
Skills required: Knowledge of both PCs and
various art software is highly recommended. Having
superb drawing skills are a must, and animators should
have detailed knowledge of the human figure and its
movement. Game developers generally look for artists
first and computer gurus next. The ability to work
in groups and work under pressure is essential. As
for schooling, courses in computer art, figure drawing,
landscapes and general art are useful and many universities
offer 3D art classes for computer modelling and animation.
Hands-on experience, with a well-stocked portfolio,
is also critical.
The design department
Level and scenario designers create the game world and
its architecture inside a 2D or 3D level editor. Most
game engines are designed to include their own custom
level editors, so design training doesnt necessarily
transfer from one game to another. Editors vary from
game to game. Some 3D games use programmes like 3D Studio
Max or Lightwave as level editors.
-
Skills required: A general art background is very
useful when crafting levels for 3D games, as is some
knowledge of architecture and design concepts. General
programming knowledge is recommended for the scripting
aspect of design. Knowledge of one or more sets of
editing tools that have shipped with various PC games
over the years is essential.
The programming department
Programmers are a significant part some would
say the backboneof every gaming company. Right
now the most common game programming language is Visual
C++. Programmers write their code in C++ and check it
with a code database. Programmers have their hands in
every aspect of a games development, so they end
up using a variety of software packages.
-
Skills required: Besides an extensive knowledge
of game programming, mathematics and various languages,
another trait is also desirable in programming candidates:
the ability to work in a group. The industry is long
past the days of the lone-wolf programmer. Working
on a section to better the whole project requires
disciplines of code modularity, communication and
leadership.
|
| Key
skill-sets for game development on various media |
- PC:
Shockwave, Flash, Visual Basic, Java, Visual C++,
DirectX, Open GL, graphics software like Adobe Photoshop,
animation software like Maya, 3D Studio Max, Lightwave,
etc.
- Consoles:
The respective software development kit, Visual C++,
DirectX, Open GL, graphics software like Adobe Photoshop,
animation software like Maya, 3D Studio Max, Lightwave,
etc.
- Pocket
PC: Flash, Embedded Visual C++, Embedded Visual
Basic, Personal Java, graphics software like Macromedia
Fireworks, Freehand, Adobe Photoshop, animation software
like Maya, 3D Studio Max, Lightwave, etc.
- Palm
OS: C, C++, Visual C++, Java, graphics software
like Macromedia Fireworks, Freehand, Adobe Photoshop,
animation software like Maya, 3D Studio Max, Lightwave,
etc.
- Mobile
Phones: Visual C++ for native application development,
J2ME, VB, WAP, ASP, JSP, graphics software like Macromedia
Fireworks, Freehand, Adobe Photoshop, animation software
like Maya, 3D Studio Max, Lightwave, etc.
|
| The
game development market |
|
Three-in-five
(60 percent) Americans aged six or older, or about 145
million people say they routinely play computer or video
games. Nearly half of these game players (43 percent)
are female.
-
The average age of computer and video game players
is 28 years.
-
61 percent of all game players are aged 18 and over.
-
More than 215 million computer and video games were
sold in 1999.
-
Video game sales in 1999 grew to $4.2 billion, an
increase of 13.5 percent over 1998.
-
PC game sales increased from $1.8 billion in 1998
to $1.9 billion in 1999.
-
US computer and video game sales (units) in 2001:
225.1 million units (up 4.5 percent in 2000).
-
US computer and video game revenue in 2001: $6.35
billion (up 7.9 percent in 2000.
-
Breakdown of 2001 US sales (units):-
-
Video games: 141.5 million
-
Computer games: 58.8 million
-
Edutainment: 25.1 million
Source: Interactive Digital Software Association
|
|