SGA's Annual 2020 Report

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SGA's Annual 2020 Report SERBIAN GAMING INDUSTRY REPORT 2020 04 13 37 49 55 DATA STUDIOS ECOSYSTEM TALENT EDUCATION Nikola Čavić INTRO SGA President As I write this, it is exactly three years since the SGA was founded, in March Also, as you will see in our annual report, our members are reporting record 2018, and it is remarkable what was accomplished in those three short years. revenues for the year 2020, pushing us above the 100m in annual revenue SGA went from a name on the paper to an organization that is supported by threshold for the whole sector, and strengthening our position as one of the almost 100 member companies, with dozens of partners and friends of the best performing hubs for game development in this part of the world. organization, both in Serbia and abroad. Most importantly, SGA became a hub and a go to place for everyone interested in starting or building a career Besides those record breaking numbers, there are many other in the video games industry in Serbia. accomplishments that have happened over the last 12 months, and I invite you all to read about the amazing work that we are all doing in the report. Besides the SGA, the whole video games ecosystem in Serbia also However, when I consider it all, what stands out clearly is how much we experienced a remarkable growth in that period, and year 2020 was special have matured. Wherever I turn, I see evidence of progress, development and in that regard in many ways. As the whole world was dealing with the growth. We are individually and collectively doing amazing things and I am consequences of the pandemic, more people turned towards video games incredibly proud to be part of the change that is taking place. as a form of entertainment, but also as a lucrative opportunity for capital investments or career prospects. As a result, the industry has experienced a As we look towards the future, new and exciting things are on the horizon, surge in activity on all fronts during the year 2020, and we felt those impacts both within our industry but also in the way SGA operates and engages here in Serbia too. with the members, the ecosystem and the public in general. I believe there was never a better time to be involved in the video games industry and the Thanks to the SGA Jobs platform, new master programs dedicated to game SGA team, together with our members and partners is in a unique position development and various programs we have organized, more people than to make a significant and a lasting impact on the whole ecosystem. To all ever before are working in our industry or seeking an opportunity to join it and the amazing people who have contributed and have supported us in this we couldn’t be more proud of that fact. journey - thank you. DATA Year at a Glance Here is a short overview of the most important numbers that marked 2020 for the Serbian gaming industry NEW REVENUE TEAMS EMPLOYEES WOMEN PLATFORM GAMES ESTIMATED ESTIMATED APPROXIMATELY ROUGHLY MOBILE 41 120 120 2100+ ⅓ IS THE PRIMARY GAMES MILLION EUROS TEAMS AND PROFESSIONALS IN OF ALL EMPLOYEES PLATFORM PUBLISHED IN REVENUE COMPANIES THE INDUSTRY ARE WOMEN 120 00 50 100 Estimated number of companies, studios and indie teams Offices Map 60% OF OUR MEMBERS Companies HAVE OFFICES IN We're very proud that the majority of our members work on 1CR original IPs. Games made across all Serbia are being played all BELGRADE NS over the world. 22 ZE PA VR THE OTHER MAIN HUBS ARE 1 3 1 Company activity NOVI SAD AND NIŠ BG % ESPO % BOARD SERVICES % 58 3 RTS 3 GAMES 10 GM AR 1 1 VB % ONLY 7% OF OUR MEMEBERS HAVE 1 OFFICES OUTSIDE OF SERBIA NI % 9 ORIGINAL IPs IN ADDITION TO THE LE 62 6 LOCAL ONES 1 ART PRODUCTION 5% TOOLS Business entity type FLAT NO RATE BG - BELGRADE, NS - NOVI SAD, PA - PANCEVO, % LLC ENTITY AGENCY ZE -ZEMUN, VR - VRŠAC, GM - GORNJI MILANOVAC, 11 AR- ARILJE, VB - VRNJAČKA BANJA, NI - NIŠ, % % % LE - LESKOVAC, CR - CRVENKA OUTSOURCING 66 19 15 1431 Employees =50 Diversity 66% OF COMPANIES PLAN TO X Talent EMPLOY MORE IN 2021 More and more talented professionals are sought after. Combining education and internship opportunities with various initiatives aimed at helping them develop further is key to % ensuring the scalability of some of the fastest growing teams 7 AROUND 34% OF OUR MEMBERS X and companies. 386 57 EMPLOYED STUDENTS IN 2019, AND PART-TIME WERE MOSTLY SATISFIED WITH THE Studio size EMPLOYEES WOMEN FOREIGNERS QUALITY OF THEIR WORK % 56 1-5 31% 6-20 THE MAJORITY OF STUDENTS CAME X OUR MEMBERS PLAN FROM BOTH TECHNICAL AND ART TO EMPLOY ABOUT UNIVERSITY PROGRAMS ALIKE % 8 50-200 5% 21-50 350 PROGRAMERS AND ARTISTS REMAIN X PEOPLE IN 2021 THE HARDEST POSITIONS TO FILL YoY GROWTH 20% 120 MIL EUR Estimated total revenue Income per platform Investments MOBILE PC / MAC WEB EVEN THOUGH 32% OF OUR MEMBERS STATED Revenue THEY WILL ACTIVELY PURSUE INVESTMENTS IN Year after year the Serbian gaming industry is showing a steady THE PREVIOUS REPORT, ONLY 13% ACTUALLY growth - if we look at revenue as a crucial metric to support this RECEIVED AN INVESTMENT IN 2019 claim. Check out the TRENDS page for a more detailed info. 45% 32% 14% MOST OF THESE INVESTMENTS CAME FROM ANGEL Main financing source INVESTORS AND STATE FUNDS SOCIAL VR CONSOLE NETWORKS 90% OF RESPONDENTS THINK IT'S NOT EASIER 10% OTHER TO RAISE FUNDS THAN LAST YEAR 5% 2% 2% 7 % INDUSTRY INVESTORS % NON-INDUSTRY INVESTORS MORE THAN 2/3 OF X X X 9 RESPONDENTS MOBILE % PUBLISHERS GENERATE 13 REMAINS THE MOST % DIRECT SALES 75-100% IMPORTANT PLATFORM 30% 61 FOR OUR STUDIOS OF REVENUE OUTSIDE WHEN IT COMES TO OF TEAMS WILL ACTIVELY PURSUE OF SERBIA REVENUE INVESTMENTS IN 2021, MOSTLY 100-500K EUROS Games published 41 Monetisation model FREEMIUM 20% F2P+ADS 40% PREMIUM 40% Average budget for a game Average team size Programing working on a game languages % 24% 33 1-5 % C# % Games 17 % 20% 40 47 % 6 6-10 % C++ % A typical Serbian game made in 2020: a mobile F2P title with 40 29 ads monetization, developed in 12 months by a team of % % around10 people, with a max budget of 500k eur, using Unity 11-20 5 OTHER 8 and C or C++. 0-10K 10-50K 50-100K 100-500K 1MIL+ 21-50 8% JAVA 6% X Platforms 41 GAMES PUBLISHED IN 2020 51-100 2% HTML5 5% 101+ 5% PYTHON 5% % 18 TEAMS PUBLISHED NEW GAMES 2 STADIA X Average months % % spent on game Engines 40 MOBILE 3 VR development NUMBER OF GAMES CURRENTLY IN X % DEVELOPMENT 51 6 CONSOLE 1-6 20% UNITY 57 % % 7-12 % 3 TV 65% OF GAMES WERE SELF-PUBLISHED X 25 UNREAL ENGINE 14% % % 13-18 % WEB 33 PC / MAC 18 11 % % CUSTOM ENGINE 16 SERBIAN GAMES HAVE BEEN DOWNLOADED X 19-36 25 % /PURCHASED MORE THAN 350 MILLION TIMES 2 SOCIAL NETWORKS 37+ 12% OTHER 13% 2/3 of our respondents have a positive outlook about the future of the Serbian gaming industry Biggest challenges Other obstacles Ecosystem RED TAPE X NO CONSOLE SUPPORT X One of our respondents said: "Things are definitely easier for FOR SERBIA game developers, but a lot of things still need to change fundamentally in order for this industry to grow as much as we all know it could." Expected state support X X % % % % % LACK OF LEGAL OBSTACLES 57 13 12 10 8 FUNDING DOUBLE TAXATION X TAX AND LEGISLATION X WITH THE USA UNFIT FOR THE GAMING INDUSTRY BETTER EDUCATION OPPORTUNITIES EDUCATION BETTER COFINANCING NO EXPECTATIONS TAX INCENTIVES TAX PROMOTION INTERNATIONAL Majority of teams are On average, every studio 1/3 of studios opened remote positions, In addition to every-day work, bigger companies looking forward to working visited 5 online gaming which for the first time enabled people had to fundamentally change team-building from their offices again conferences a year from different cities to apply and other group activities How did remote work affect the output? How the pandemic affected our members Pandemic % % % Most of our respondents reported that the pandemic WE HAVEN'T SWITCHED TO REMOTE WORK % 11 11 5 didn't influence their financing. Almost half of the teams retained 10 IT DIDN'T CASHFLOW POSITIVELY productivity, but their output was slowed down. How the pandemic affected financing WE'VE ALWAYS WORKED REMOTELY 12 % 27 % 3% 43 % POSTPONED PROJECT WORK WAS 12% RELEASE DATE CANCELLATION SLOWED DOWN PRODUCTIVITY REMAINED THE SAME 51 % % Post-pandemic work WE LOST FINANCING 76 PRODUCTIVITY WORSENED 15% IT DIDN'T 12% PRODUCTIVITY INCREASED % 12 FROM OFFICE HYBRID BY PREFERANCE FULLY REMOTE THERE WERE MORE % % % % OPPORTUNITIES 38 29 20 13 EMPLOYEES X COMPANIES+ X ESTIMATED X GAMES X TEAMS+STUDIOS TOTAL REVENUE PUBLISHED 2020 1431 120 120 41 Trends 2019 1325 100 80-120 46 1281 60 80 70 Here's our first ever comparison of some of the 2018 main data over the years. Keeping track of the YoY N/A 30 N/A 89 changes is crucial to navigate future growth. 2017 Total income per category 0 - 20.000 20.000 - 50.000 50.000 - 100.000 100.000 - 1.000.000 1.000.000 - 5.000.000 5.000.000 - 25.000.000 25.000.000 - 50.000.000 50.000.000+ 2020 26 6 5 18 2 2 2 1 N/A N/A 2019 18 6 8 18 4 4 N/A N/A 2018 25 2 1 3 6 3 N/A N/A 2017 24 3 4 2 5 2 STUDIOS 3LATERAL 3lateral.com HIRING OPEN NEW PROVIDES NEW FOR PROJECT SERVICES team of: 120+ TALENT MEDIA 3Lateral develops innovative technologies that enable digitiza- tion of human appearance and motion at an unprecedented level of realism.
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