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I came across a set of data today to talk about something non-technical.
China is one of the largest gaming markets in the world, and the actual sales revenue of the gaming market reached 325.783 billion yuan in 2024, a year-on-year growth of 7 53 , a new record high. Among them, the mobile game market revenue grew significantly, reaching 238.217 billion yuan, an increase of 5 01 year-on-year. 325.7883 billion yuan converted into dollars is 452.47 dollars. Overseas sales revenue amounted to $20.257 billion, almost half of the total. All said to go to sea, look at this income share, go to sea has been almost white hot.
If you look at the United States and Japan together, there is still a lot of difference between us and the United States. People in the U.S. consume a lot of money, and players are willing to spend money. Why independent games abroad, with the player’s taste and ability to pay is closely related.
Country
Total revenue of the game market $ billion
United States
563
Japan
165
China
452 47
Specifically for game practitioners, how far are we from Europe and the United States?
According to the public data of the game industry salary statistics in Europe, America and China Annual salary in RMB, the exchange rate according to the U.S. dollar 7 2 euro 7 5 conversion
Position
Grade
Annual Salary RMB
Program
Junior
450,000 580,000
Advanced
760,000 1,160,000
leader
Over 1.35 million
Manager
2 million 3 million
Director
3 million 4 million
Art
340,000 450,000
510,000 690,000
Planning
Europe
250,000 300,000
380,000 510,000
680,000 or more
1 million 1.5 million
200,000 250,000
300,000 400,000
150,000 250,000
250,000 400,000
400,000 600,000
600,000 1 million
1 million 2 million
100,000 200,000
200,000 350,000
350,000. 550,000.
550,000. 900,000.
900,000 1,500,000
120,000. 200,000.
Overall, the United States is China’s 2 3 times, compared with Europe, but there is not too big a gap, the game industry can only look at the United States and China, do not look at Finland and Sweden side often out of the explosive, but the overall volume is still worse than some meaning.
If only 2 3 times the gap, in fact, in terms of purchasing power, the domestic is actually not bad.
The above number is the average, individual body temperature difference will be relatively large, the head of the enterprise Tencent, such as Miha Tour core technology post salary up to the industry average 2 3 times, the manager’s salary will be higher.
Blizzard and other traditional large factories in the United States salary is a little lower, while Riot Epic and other emerging companies treatment is higher.
Salaries in Europe show obvious regional differences, with EU countries about 40% higher than non-EU countries.
Technical art TA engine development and other scarce positions in the global premium is obvious, Shanghai companies for such positions freshmen can give up to 600,000 annual salary, after all, this kind of talent is really need a little hard power, the average person can not do.
If the career is smooth, 12 years later, you can probably do to the manager or director level, most people almost to the end of this, of course, many people are not to do a lifetime of technical people can also be. Generally speaking, each level almost need three or four years Junior 0 3 years Senior 3 5 years Backbone or leader 5 8 years Manager 8 12 years Director 12 years above
In addition, most of the domestic game companies need to work overtime, 995 should be the general situation.
In fact, European and American companies also need to work overtime
Company Name
Works
Description of Overtime
Microsoft
Halo
Overtime exists in some project development phases, but the overall relative standardization, overtime phenomenon is not widespread
Activision Blizzard
World of Warcraft
During the critical phase of project development, employees may face higher work pressure and overtime situations
EA
The Sims
There have been reports of overtime at EA during the development of Anthem, but the company is constantly working to improve the working environment
Rockstar
Rockstar has been repeatedly reported to have a heavy overtime culture, with employees often required to work long hours late in project development
Ubisoft
Assassin’s Creed
Ubisoft has some large projects in development where employees may face some pressure to work overtime
Epic Games
Fortnite
The Epic Games team worked excessive overtime during the development of Fortnite, with some employees working more than 70 hours a week
CD Projekt Red
The Witcher
When CDPR was developing Cyberpunk 2077, employees worked an average of about 100 hours a week, with significant overtime
Overtime is more common in the game industry in Europe and the United States, especially during the critical stages of project development or the development of large-scale 3A games, employees may face greater work pressure and overtime.
The nature of the game industry determines that there is no way, there is no cure for this problem.
With the development of technology iteration and talent pool, in a few years, the total income level should be no problem to beat the United States, and become the largest game revenue country, after all, the cost of labor we are still relatively cheap. And all the big factories are beginning to take the route of high-quality products, the quality will slowly catch up. Coupled with the increase in per capita income, the money spent on games will be more and more.
Although the game industry has a lot of overtime work, the return is proportional. Although I personally do not like overtime, but if I can make enough money in a few years to make others ten years or even decades, it is not unacceptable.
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