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Tetris Worlds

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Tetris Worlds is a version of the video game Tetris . Originally released in 2001 for Microsoft Windows and Game Boy Advance , it was later released for Xbox , GameCube , and PlayStation 2 in 2002. In 2003, an Xbox Live version titled Tetris Worlds Online and a single-disc compilation version (bundled alongside Star Wars: The Clone Wars ) were released for the Xbox. The latter was bundled with Xbox systems.

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85-625: The platform-specific versions of Tetris Worlds were developed by three different companies . Blue Planet Software developed the PC and PlayStation 2 versions, Radical Entertainment developed the GameCube and Xbox versions, and 3d6 Games developed the Game Boy Advance version. All versions were published by THQ under license from The Tetris Company . Tetris Worlds was THQ's first Tetris game. The company later published Tetris Advance also for

170-588: A database , Voice over IP , or add-in interface software; this is also known as middleware . Examples of this include SpeedTree and Havoc . Independents are software developers which are not owned by (or dependent on) a single publisher. Some of these developers self-publish their games, relying on the Internet and word of mouth for publicity. Without the large marketing budgets of mainstream publishers, their products may receive less recognition than those of larger publishers such as Sony, Microsoft or Nintendo. With

255-766: A user . The process is more encompassing than programming , writing code , in that it includes conceiving the goal, evaluating feasibility, analyzing requirements , design , testing and release . The process is part of software engineering which also includes organizational management , project management , configuration management and other aspects. Software development involves many skills and job specializations including programming , testing , documentation , graphic design , user support , marketing , and fundraising . Software development involves many tools including: compiler , integrated development environment (IDE), version control , computer-aided software engineering , and word processor . The details of

340-452: A culture of "toxic geek masculinity" within the workplace. In addition, the conditions behind crunch time are far more discriminating towards women as this requires them to commit time exclusively to the company or to more personal activities like raising a family. These factors established conditions within some larger development studios where female developers have found themselves discriminated in workplace hiring and promotion, as well as

425-412: A deadline. Software analysis begins with a requirements analysis to capture the business needs of the software. Challenges for the identification of needs are that current or potential users may have different and incompatible needs, may not understand their own needs, and change their needs during the process of software development. Ultimately, the result of analysis is a detailed specification for

510-571: A first-party company. As a balance to not being able to release their game for other platforms, second-party developers are usually offered higher royalty rates than third-party developers. These studios may have exclusive publishing agreements (or other business relationships) with the platform holder, but maintain independence so that upon completion or termination of their contracts, they are able to continue developing games for other publishers if they choose to. For example, while HAL Laboratory initially began developing games on personal computers like

595-410: A fixed period and generally work similar hours as full-time staff members, assisting across all areas of video game development, but as contractors, do not get any benefits such as paid time-off or health care from the employer; they also are typically not credited on games that they work on for this reason. The practice itself is legal and common in other engineering and technology areas, and generally it

680-403: A game on schedule. The complexity of workflow, reliance on third-party deliverables, and the intangibles of artistic and aesthetic demands in video game creation create difficulty in predicting milestones. The use of crunch time is also seen to be exploitative of the younger male-dominated workforce in video games, who have not had the time to establish a family and who were eager to advance within

765-406: A game's profits. Current examples of first-party studios include PlayStation Studios for Sony, and Xbox Game Studios for Microsoft Gaming . Second-party developer is a colloquial term often used by gaming enthusiasts and media to describe game studios that take development contracts from platform holders and develop games exclusive to that platform, i.e. a non-owned developer making games for

850-425: A home for Minos. This mode is where the player plays two-minute Tetris games of any variant. This is also where multiplayer games are played. The Arcade mode variants are listed as follows: The Game Boy Advance and Xbox versions received "mixed" reviews, while the GameCube and PlayStation 2 versions received "generally unfavorable reviews", according to the review aggregation website Metacritic . In Japan, where

935-437: A position in a medium to large video game company. An experienced game-development employee, depending on their expertise and experience, averaged roughly $ 73,000 in 2007. Indie game developers may only earn between $ 10,000 and $ 50,000 a year depending on how financially successful their titles are. In addition to being part of the software industry, game development is also within the entertainment industry; most sectors of

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1020-624: A roundtable discussion with the International Game Developers Association (IGDA), the professional association for developers. Statements made by the IGDA's current executive director Jen MacLean relating to IGDA's activities had been seen by as anti-union, and Game Workers Unite desired to start a conversation to lay out the need for developers to unionize. In the wake of the sudden near-closure of Telltale Games in September 2018,

1105-407: A single publisher; one canceled game may devastate a small developer. Because of this, many small development companies are short-lived. A common exit strategy for a successful video game developer is to sell the company to a publisher, becoming an in-house developer. In-house development teams tend to have more freedom in game design and content than third-party developers. One reason is that since

1190-403: A strong STEM (science, technology, engineering, and mathematics) background for women at the secondary education level, but there are issues with tertiary education such as at colleges and universities, where game development programs tend to reflect the male-dominated demographics of the industry, a factor that may lead women with strong STEM backgrounds to choose other career goals. There

1275-682: A unique case where nearly all parts of its labor force, including white-collar jobs such as video game development, may engage with labor unions under the Employment Protection Act often through collective bargaining agreements. Developer DICE had reached its union agreements in 2004. Paradox Interactive became one of the first major publishers to support unionization efforts in June 2020 with its own agreements to cover its Swedish employees within two labor unions Unionen and SACO . In Australia, video game developers could join other unions, but

1360-1164: Is a software developer specializing in video game development – the process and related disciplines of creating video games. A game developer can range from one person who undertakes all tasks to a large business with employee responsibilities split between individual disciplines, such as programmers , designers , artists , etc. Most game development companies have video game publisher financial and usually marketing support. Self-funded developers are known as independent or indie developers and usually make indie games . A developer may specialize in specific game engines or specific video game consoles , or may develop for several systems (including personal computers and mobile devices ). Some focus on porting games from one system to another, or translating games from one language to another. Less commonly, some do software development work in addition to games. Most video game publishers maintain development studios (such as Electronic Arts 's EA Canada , Square Enix 's studios, Activision 's Radical Entertainment , Nintendo EPD and Sony's Polyphony Digital and Naughty Dog ). However, since publishing

1445-511: Is a framework that provides the viewpoints on the system and its environment , to be used in the software development process . It is a graphical representation of the underlying semantics of a view. The purpose of viewpoints and views is to enable human engineers to comprehend very complex systems and to organize the elements of the problem around domains of expertise . In the engineering of physically intensive systems, viewpoints often correspond to capabilities and responsibilities within

1530-408: Is a popular way of managing changes made to the software. Whenever a new version is checked in, the software saves a backup of all modified files. If multiple programmers are working on the software simultaneously, it manages the merging of their code changes. The software highlights cases where there is a conflict between two sets of changes and allows programmers to fix the conflict. A view model

1615-473: Is also a significant gap in racial minorities within the video game industry; a 2019 IGDA survey found only 2% of developers considered themselves to be of African descent and 7% Hispanic, while 81% were Caucasian; in contrast, 2018 estimates from the United States Census estimate the U.S. population to be 13% of African descent and 18% Hispanic. In a 2014 and 2015 survey of job positions and salaries,

1700-449: Is correctly incorporated with the newer software. Design involves choices about the implementation of the software, such as which programming languages and database software to use, or how the hardware and network communications will be organized. Design may be iterative with users consulted about their needs in a process of trial and error . Design often involves people expert in aspect such as database design , screen architecture, and

1785-833: Is essential to success. This is more easily achieved if the team is small, used to working together, and located near each other. Communications also help identify problems at an earlier state of development and avoid duplicated effort. Many development projects avoid the risk of losing essential knowledge held by only one employee by ensuring that multiple workers are familiar with each component. Software development involves professionals from various fields, not just software programmers but also individuals specialized in testing, documentation writing, graphic design , user support, marketing , and fundraising. Although workers for proprietary software are paid, most contributors to open-source software are volunteers. Alternately, they may be paid by companies whose business model does not involve selling

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1870-449: Is expected that this is meant to lead into a full-time position, or otherwise the end of the contract. But more recently, its use in the video game industry has been compared to Microsoft 's past use of " permatemp ", contract workers that were continually renewed and treated for all purposes as employees but received no benefits. While Microsoft has waned from the practice, the video game industry has adapted it more frequently. Around 10% of

1955-533: Is generally illegal, companies often target their oldest workers first during layoffs or other periods of reduction. Older developers with experience may find themselves too qualified for the types of positions that other game development companies seek given the salaries and compensations offered. Some of the larger video game developers and publishers have also engaged contract workers through agencies to help add manpower in game development in part to alleviate crunch time from employees. Contractors are brought on for

2040-399: Is helpful for new developers to understand the project when they begin working on it. In agile development, the documentation is often written at the same time as the code. User documentation is more frequently written by technical writers . Accurate estimation is crucial at the feasibility stage and in delivering the product on time and within budget. The process of generating estimations

2125-422: Is inefficient, difficult to understand, or lacking documentation on its functionality. These standards are especially likely to break down in the presence of deadlines. As a result, testing, debugging, and revising the code becomes much more difficult. Code refactoring , for example adding more comments to the code, is a solution to improve the understandability of code. Testing is the process of ensuring that

2210-440: Is often delegated by the project manager . Because the effort estimation is directly related to the size of the complete application, it is strongly influenced by addition of features in the requirements—the more requirements, the higher the development cost. Aspects not related to functionality, such as the experience of the software developers and code reusability, are also essential to consider in estimation. As of 2019 , most of

2295-432: Is often used to break down the customer's requirements into pieces that can be implemented by software programmers. The underlying logic of the program may be represented in data-flow diagrams , data dictionaries , pseudocode , state transition diagrams , and/or entity relationship diagrams . If the project incorporates a piece of legacy software that has not been modeled, this software may be modeled to help ensure it

2380-401: Is robust to heavy levels of input or usage), integration testing (to ensure that the software is adequately integrated with other software), and compatibility testing (measuring the software's performance across different operating systems or browsers). When tests are written before the code, this is called test-driven development . Production is the phase in which software is deployed to

2465-494: Is still their primary activity they are generally described as "publishers" rather than "developers". Developers may be private as well. In the video game industry , a first-party developer is part of a company that manufactures a video game console and develops mainly for it. First-party developers may use the name of the company itself (such as Nintendo ), have a specific division name (such as Sony's Polyphony Digital ) or have been an independent studio before being acquired by

2550-474: Is usually conducted in a casual business environment, with t-shirts and sandals as common work attire. Many workers find this type of environment rewarding and pleasant professionally and personally. However, the industry also requires long working hours from its employees (sometimes to an extent seen as unsustainable). Employee burnout is not uncommon. An entry-level programmer can make, on average, over $ 66,000 annually only if they are successful in obtaining

2635-639: The AFL–CIO writing an open letter to video game developers encouraging them to unionize. In January 2020, Game Workers Unite and the Communications Workers of America established a new campaign to push for unionization of video game developers, the Campaign to Organize Digital Employees (CODE), in January 2020. Initial efforts for CODE were aimed to determine what approach to unionization would be best suited for

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2720-456: The International Game Developers Association (IGDA), are conducting increasing discussions about the problem; they are concerned that working conditions in the industry cause a significant deterioration in employees' quality of life. Some video game developers and publishers have been accused of the excessive invocation of "crunch time". "Crunch time" is the point at which the team is thought to be failing to achieve milestones needed to launch

2805-508: The MSX , they became one of the earliest second-party developers for Nintendo, developing exclusively for Nintendo's consoles starting with the Famicom, though they would self-publish their mobile games. A third-party developer may also publish games, or work for a video game publisher to develop a title. Both publisher and developer have considerable input in the game's design and content. However,

2890-517: The Me Too movement and have tried to address the symptoms of these problems industry-wide, the video game industry has yet to have its Me Too-moment, even as late as 2021. There also tends to be pay-related discrimination against women in the industry. According to Gamasutra 's Game Developer Salary Survey 2014, women in the United States made 86 cents for every dollar men made. Game designing women had

2975-504: The Screen Actors Guild‐American Federation of Television and Radio Artists (SAG-AFTRA) union doing work for video games struck several major publishers, demanding better royalty payments and provisions related to the safety of their vocal performances, when their union's standard contract was up for renewal. The voice actor strike lasted for over 300 days into 2017 before a new deal was made between SAG-AFTRA and

3060-471: The programming language ). Documentation comes in two forms that are usually kept separate—that intended for software developers, and that made available to the end user to help them use the software. Most developer documentation is in the form of code comments for each file, class , and method that cover the application programming interface (API)—how the piece of software can be accessed by another—and often implementation details. This documentation

3145-483: The video game industry . He told the Los Angeles Times : "Someone who was part of the co-creation of that world and those characters isn't getting a credit or a nickel for the work they put into it. Maybe we need unions in the video game industry to be able to protect creators." Software developer Software development is the process of designing and implementing a software solution to satisfy

3230-439: The "Default" presentation, many reviews did not factor in this mode. In the GameCube and Xbox versions, the "Easy Spin" feature was made optional. However, they still received mostly mixed reviews. In the United States, Tetris Worlds ' Game Boy Advance version sold 960,000 copies and earned $ 26 million by August 2006. During the period between January 2000 and August 2006, it was the 20th highest-selling game launched for

3315-579: The GBA version was ported and published by Success on April 26, 2002, followed by the Xbox version on November 14, and the GameCube version on December 20, Famitsu gave it a score of one six, one four, and two sixes for a total of 22 out of 40 for the GBA version, and 24 out of 40 for the Xbox version. Tetris Worlds ' Game Boy Advance version was a runner-up for GameSpot ' s annual "Worst Game" award among console games , which went to Kabuki Warriors . In

3400-474: The Game Boy Advance, Tetris Elements for Windows and Mac OS X, and Tetris Evolution for the Xbox 360 . Every version except for Game Boy Advance features a distinctly whispering female voice (Kimberly Unger, credited as eKim) as the announcer. The game has been translated into French, German, Italian, Spanish and Japanese. Gameplay consists of normal Tetris games. However, there are several game modes, tweaking

3485-542: The Game Boy Advance, Nintendo DS or PlayStation Portable in that country. By July 2006, the PlayStation 2 version of Tetris Worlds had sold 850,000 copies and earned $ 18 million in the United States. Next Generation ranked it as the 71st highest-selling game launched for the PlayStation 2 , Xbox or GameCube between January 2000 and July 2006 in that country. Video game developer A video game developer

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3570-446: The IGDA found that people of color were both underrepresented in senior management roles as well as underpaid in comparison to white developers. Further, because video game developers typically draw from personal experiences in building game characters, this diversity gap has led to few characters of racial minority to be featured as main characters within video games. Minority developers have also been harassed from external groups due to

3655-479: The PS2, PC, and GBA versions, gameplay contained one major difference from a normal Tetris game. In classic Tetris, when a Tetrimino touches the bottom of the screen, it locks in place. However, in these versions, Tetriminos do not lock until players make them lock (e.g., by using Hard Drop to lock them immediately), allowing players to rotate and move the pieces indefinitely until they are satisfied. Critics said that this made

3740-521: The acquisition of Activision Blizzard , stated it supported these unionization efforts. After this acquisition, the employees of Bethesda Game Studios , part of Zenimax under Microsoft, unionized under the Communications Workers of America (CWA) in July 2024. Over 500 employees within Blizzard Entertainment 's World of Warcraft division also unionized with CWA that same month. Sweden presents

3825-572: The advent of digital distribution of inexpensive games on game consoles, it is now possible for indie game developers to forge agreements with console manufacturers for broad distribution of their games. Other indie game developers create game software for a number of video-game publishers on several gaming platforms. In recent years this model has been in decline; larger publishers, such as Electronic Arts and Activision, increasingly turn to internal studios (usually former independent developers acquired for their development needs). Video game development

3910-489: The available methodologies are best suited to specific kinds of projects, based on various technical, organizational, project, and team considerations. Another focus in many programming methodologies is the idea of trying to catch issues such as security vulnerabilities and bugs as early as possible ( shift-left testing ) to reduce the cost of tracking and fixing them. In 2009, it was estimated that 32 percent of software projects were delivered on time and budget, and with

3995-431: The closest equity, making 96 cents for every dollar men made in the same job, while audio professional women had the largest gap, making 68% of what men in the same position made. Increasing the representation of women in the video game industry required breaking a feedback loop of the apparent lack of female representation in the production of video games and in the content of video games. Efforts have been made to provide

4080-423: The code executes correctly and without errors. Debugging is performed by each software developer on their own code to confirm that the code does what it is intended to. In particular, it is crucial that the software executes on all inputs, even if the result is incorrect. Code reviews by other developers are often used to scrutinize new code added to the project, and according to some estimates dramatically reduce

4165-416: The console manufacturer (such as Rare or Naughty Dog ). Whether by purchasing an independent studio or by founding a new team, the acquisition of a first-party developer involves a huge financial investment on the part of the console manufacturer, which is wasted if the developer fails to produce a hit game on time. However, using first-party developers saves the cost of having to make royalty payments on

4250-503: The console. This established the use of licensing fees as a model for third-party development that persists into the present. The licensing fee approach was further enforced by Nintendo when it decided to allow other third-party developers to make games for the Famicom console, setting a 30% licensing fee that covered game cartridge manufacturing costs and development fees. The 30% licensing fee for third-party developers has also persisted to

4335-444: The developer if the game is not meeting expectations. When each milestone is completed (and accepted), the publisher pays the developer an advance on royalties . Successful developers may maintain several teams working on different games for different publishers. Generally, however, third-party developers tend to be small, close-knit teams. Third-party game development is a volatile sector, since small developers may depend on income from

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4420-417: The developers are the publisher's employees, their interests align with those of the publisher; the publisher may spend less effort ensuring that the developer's decisions do not enrich the developer at the publisher's expense. Activision in 1979 became the first third-party video game developer. When four Atari, Inc. programmers left the company following its sale to Warner Communications , partially over

4505-408: The end user. During production, the developer may create technical support resources for users or a process for fixing bugs and errors that were not caught earlier. There might also be a return to earlier development phases if user needs changed or were misunderstood. Software development is performed by software developers , usually working on a team. Efficient communications between team members

4590-430: The engineering organization. Fitness functions are automated and objective tests to ensure that the new developments don't deviate from the established constraints, checks and compliance controls. Intellectual property can be an issue when developers integrate open-source code or libraries into a proprietary product, because most open-source licenses used for software require that modifications be released under

4675-467: The entertainment industry (such as films and television ) require long working hours and dedication from their employees, such as willingness to relocate and/or required to develop games that do not appeal to their personal taste. The creative rewards of work in the entertainment business attracts labor to the industry, creating a competitive labor market that demands a high level of commitment and performance from employees. Industry communities, such as

4760-557: The first video game-specific union, Game Workers Unite Australia, was formed in December 2021 under Professionals Australia to become active in 2022. In Canada, in a historic move, video game workers in Edmonton unanimously voted to unionize for the first time in June 2022. In January 2023, after not being credited in The Last of Us HBO adaptation, Bruce Straley called for unionization of

4845-477: The full functionality. An additional 44 percent were delivered, but missing at least one of these features. The remaining 24 percent were cancelled prior to release. Software development life cycle refers to the systematic process of developing applications . The sources of ideas for software products are plentiful. These ideas can come from market research including the demographics of potential new customers, existing customers, sales prospects who rejected

4930-413: The game too easy (although the countdown clock still runs while the player is using unlimited move and rotate) and GameSpot said that it "broke Tetris". However, the GBA version features a hidden version of classic Tetris (titled "Popular" Tetris) that plays without this feature. It is accessed by holding the L button and pressing select on the "Marathon" game select menu. However, since it is not part of

5015-404: The gaming industry, while a 2017 IGDA survey found that the female demographic in game development had risen to about 20%. Taking into account that a 2017 ESA survey found 41% of video game players were female, this represented a significant gender gap in game development. The male-dominated industry, most who have grown up playing video games and are part of the video game culture , can create

5100-452: The industry by working long hours. Because crunch time tends to come from a combination of corporate practices as well as peer influence, the term "crunch culture" is often used to discuss video game development settings where crunch time may be seen as the norm rather than the exception. The use of crunch time as a workplace standard gained attention first in 2004, when Erin Hoffman exposed

5185-431: The lack of respect that the new management gave to programmers, they used their knowledge of how Atari VCS game cartridges were programmed to create their own games for the system, founding Activision in 1979 to sell these. Atari took legal action to try to block the sale of these games, but the companies ultimately settled, with Activision agreeing to pay a portion of their sales as a license fee to Atari for developing for

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5270-551: The movement again called out for the industry to unionize. The movement argued that Telltale had not given any warning to its 250 employees let go, having hired additional staff as recently as a week prior, and left them without pensions or health-care options; it was further argued that the studio considered this a closure rather than layoffs, as to get around failure to notify required by the Worker Adjustment and Retraining Notification Act of 1988 preceding layoffs. The situation

5355-448: The nature of the video game culture. The industry also is recognized to have an ageism issue, discriminating against the hiring and retention of older developers. A 2016 IGDA survey found only 3% of developers were over 50 years old, while at least two-thirds were between 20 and 34; these numbers show a far lower average age compared to the U.S. national average of about 41.9 that same year. While discrimination by age in hiring practices

5440-529: The news, there have typically been followup discussions towards the potential to form a union. A survey performed by the International Game Developers Association in 2014 found that more than half of the 2,200 developers surveyed favored unionization. A similar survey of over 4,000 game developers run by the Game Developers Conference in early 2019 found that 47% of respondents felt the video game industry should unionize. In 2016, voice actors in

5525-407: The number of bugs persisting after testing is complete. Once the code has been submitted, quality assurance —a separate department of non-programmers for most large companies—test the accuracy of the entire software product. Acceptance tests derived from the original software requirements are a popular tool for this. Quality testing also often includes stress and load checking (whether the software

5610-403: The performance of servers and other hardware. Designers often attempt to find patterns in the software's functionality to spin off distinct modules that can be reused with object-oriented programming . An example of this is the model–view–controller , an interface between a graphical user interface and the backend . The central feature of software development is creating and understanding

5695-694: The present, being a de facto rate used for most digital storefronts for third-party developers to offer their games on the platform. In recent years, larger publishers have acquired several third-party developers. While these development teams are now technically "in-house", they often continue to operate in an autonomous manner (with their own culture and work practices). For example, Activision acquired Raven (1997); Neversoft (1999), which merged with Infinity Ward in 2014; Z-Axis (2001); Treyarch (2001); Luxoflux (2002); Shaba (2002); Infinity Ward (2003) and Vicarious Visions (2005). All these developers continue operating much as they did before acquisition,

5780-414: The primary differences being exclusivity and financial details. Publishers tend to be more forgiving of their own development teams going over budget (or missing deadlines) than third-party developers. A developer may not be the primary entity creating a piece of software, usually providing an external software tool which helps organize (or use) information for the primary software product. Such tools may be

5865-463: The process used for a development effort varies. The process may be confined to a formal, documented standard , or it can be customized and emergent for the development effort. The process may be sequential, in which each major phase (i.e. design, implement and test) is completed before the next begins, but an iterative approach – where small aspects are separately designed, implemented and tested – can reduce risk and cost and increase quality. Each of

5950-424: The product that developers can work from. Software analysts often decompose the project into smaller objects, components that can be reused for increased cost-effectiveness, efficiency, and reliability. Decomposing the project may enable a multi-threaded implementation that runs significantly faster on multiprocessor computers. During the analysis and design phases of software development, structured analysis

6035-466: The product, other internal software development staff, or a creative third party. Ideas for software products are usually first evaluated by marketing personnel for economic feasibility, fit with existing channels of distribution, possible effects on existing product lines, required features , and fit with the company's marketing objectives. In the marketing evaluation phase, the cost and time assumptions become evaluated. The feasibility analysis estimates

6120-503: The project's return on investment , its development cost and timeframe. Based on this analysis, the company can make a business decision to invest in further development. After deciding to develop the software, the company is focused on delivering the product at or below the estimated cost and time, and with a high standard of quality (i.e., lack of bugs) and the desired functionality. Nevertheless, most software projects run late and sometimes compromises are made in features or quality to meet

6205-429: The publisher's wishes generally override those of the developer. Work for hire studios solely execute the publishers vision. The business arrangement between the developer and publisher is governed by a contract, which specifies a list of milestones intended to be delivered over a period of time. By updating its milestones, the publisher verifies that work is progressing quickly enough to meet its deadline and can direct

6290-463: The publishers. While this had some effects on a few games within the industry, it brought to the forefront the question of whether video game developers should unionize. A grassroots movement, Game Workers Unite , was established around 2017 to discuss and debate issues related to unionization of game developers. The group came to the forefront during the March 2018 Game Developers Conference by holding

6375-427: The software that implements the desired functionality. There are various strategies for writing the code. Cohesive software has various components that are independent from each other. Coupling is the interrelation of different software components, which is viewed as undesirable because it increases the difficulty of maintenance . Often, software programmers do not follow industry best practices, resulting in code that

6460-403: The software, but something else—such as services and modifications to open source software. Computer-aided software engineering (CASE) is tools for the partial automation of software development. CASE enables designers to sketch out the logic of a program, whether one to be written, or an already existing one to help integrate it with new code or reverse engineer it (for example, to change

6545-545: The target of sexual harassment. This can be coupled from similar harassment from external groups, such as during the 2014 Gamergate controversy . Major investigations into allegations of sexual harassment and misconduct that went unchecked by management, as well as discrimination by employers, have been brought up against Riot Games , Ubisoft and Activision Blizzard in the late 2010s and early 2020s, alongside smaller studios and individual developers. However, while other entertainment industries have had similar exposure through

6630-520: The tools for estimating the amount of time and resources for software development were designed for conventional applications and are not applicable to web applications or mobile applications . An integrated development environment (IDE) supports software development with enhanced features compared to a simple text editor . IDEs often include automated compiling , syntax highlighting of errors, debugging assistance, integration with version control , and semi-automation of tests. Version control

6715-484: The toxic nature of the video game culture. This racial diversity issue has similar ties to the gender one, and similar methods to result both have been suggested, such as improving grade school education, developing games that appeal beyond the white, male gamer stereotype, and identifying toxic behavior in both video game workplaces and online communities that perpetuate discrimination against gender and race. In regards to LGBT and other gender or sexual orientations,

6800-487: The use of crunch time at Electronic Arts , a situation known as the "EA Spouses" case. A similar "Rockstar Spouses" case gained further attention in 2010 over working conditions at Rockstar San Diego . Since then, there has generally been negative perception of crunch time from most of the industry as well as from its consumers and other media. Game development had generally been a predominately male workforce. In 1989, according to Variety , women constituted only 3% of

6885-504: The video game industry typically shares the same demographics as with the larger population based on a 2005 IGDA survey. Those in the LGBT community do not find workplace issues with their identity, though work to improve the representation of LGBT themes within video games in the same manner as with racial minorities. However, LGBT developers have also come under the same type of harassment from external groups like women and racial minorities due to

6970-678: The video game industry. Whereas some video game employees believe they should follow the craft-based model used by SAG-AFTRA which would unionize based on job function, others feel an industry-wide union, regardless of job position, would be better. Starting in 2021, several smaller game studios in the United States began efforts to unionize. These mostly involved teams doing quality assurance rather than developers. These studios included three QA studios under Blizzard Entertainment : Raven Software , Blizzard Albany , and Proletariat; and Zenimax Media 's QA team. Microsoft , which had previously acquired Zenimax and announced plans to acquire Blizzard via

7055-504: The way the game works. The goal is to evacuate the homeworld of the Minos before their solar system's sun Hadar goes supernova. The player can send their Mino Tetrinaut to six different worlds, then play the Tetris variant of that world. When the player plays enough of that world, more Minos are rescued. The better the player does, the more Minos rescued. They will then work to create the world into

7140-504: The workforce in video games is estimated to be from contract labor. Similar to other tech industries, video game developers are typically not unionized . This is a result of the industry being driven more by creativity and innovation rather than production, the lack of distinction between management and employees in the white-collar area, and the pace at which the industry moves that makes union actions difficult to plan out. However, when situations related to crunch time become prevalent in

7225-711: Was argued to be "exploitive", as Telltale had been known to force its employees to frequently work under "crunch time" to deliver its games. By the end of 2018, a United Kingdom trade union, Game Workers Unite UK, an affiliate of the Game Workers Unite movement, had been legally established. Following Activision Blizzard 's financial report for the previous quarter in February 2019, the company said that they would be laying off around 775 employees (about 8% of their workforce) despite having record profits for that quarter. Further calls for unionization came from this news, including

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