The lowest paid game developers still make double the average household income, and still complain about being "underpaid"
>GDC: 60% of game developers in the US reported an increase in salaries, with an average pay of $142,000 a year
archive.ph/INWKF
<The highest average annual salaries were found among managers ($160,000) and programmers ($150,000). The lowest were among artists ($124,000).
<Only 15% of surveyed AAA studio employees reported an annual salary below $100,000. In AA studios, 25% of developers earn less than this amount, while in indie teams it’s already half.
<53% of respondents are dissatisfied with their salary size. Specifically, 11% stated they barely make enough for everyday needs, and 6% admitted that their salary does not cover even basic necessities.
For perspective: archive.ph/rODvd
<National average income: The national average salary in the U.S. in Q4 of 2023 was $59,384.
<Average income by state: On average, Mississippi is the lowest-earning state with an average income of $48,048, and Massachusetts is the highest-earning state with an average income of $86,840.
<Average family income: The average family household income was $74,755 in 2022.
The EU is going full steam ahead in turning the continent into a cyberpunk dystopia
>The new EU rules on cybersecurity: What game developers and publishers need to know
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<Against this backdrop, the EU is raising the bar for cybersecurity with two major legislative updates: the NIS2 Directive and the Cyber Resilience Act (CRA). Both are set to have a significant impact on game developers and publishers operating in or selling to the EU. Although game companies must already take into account the requirements under the GDPR to implement appropriate technical and organisational measures in respect of protecting personal data, these new legislative frameworks add a new level of more proscriptive measures.
<The NIS2 Directive replaces the original NIS Directive, introducing tougher cybersecurity standards and stricter enforcement. Whether a company falls under NIS2 depends on its size, whether it operates in a sector classified as "essential" or "important" in the Directive, and whether it operates within the EU. Although the games industry is not explicitly listed as "essential" or "important" in the legislation, the key point is that many gaming companies utilise technology (such as cloud computing, content delivery networks, or data centres) that is governed under NIS2, on the basis of which gaming companies might be within the scope of the directive.
<If NIS2 does apply, the expectations are clear. In-scope companies must register up-to-date information about their operations and where they offer services with competent authorities. Cybersecurity is no longer just an IT issue; senior management is ultimately responsible for overseeing and approving security measures, and boards must be trained to address cyber risks. This responsibility cannot be outsourced, and breaches may result in management liability, fines, or even temporary bans from management roles.
<On the technical side, companies are expected to implement comprehensive measures to manage risks. This includes everything from risk analysis and incident handling to business continuity planning and supply chain security, as well as regular cybersecurity training. Encryption, access controls, and multi-factor authentication are all part of the new baseline. When incidents do occur, companies must act fast – significant breaches require an early warning within 24 hours and a full notification within 72 hours. There is also an expectation of voluntary cooperation in sharing information about threats and vulnerabilities.
<The CRA, which came into force in December 2024 with a three-year transition period, sets uniform cybersecurity standards for "products with digital elements." This includes software, hardware and their remote data processing solutions. The CRA is particularly relevant for companies offering physical products with digital elements, such as consoles or connected accessories. Most video games will fall into the "non-important or critical" category, which means a self-assessment of cybersecurity compliance is required, along with security-by-default principles. Higher-risk products, like password managers or network tools, face stricter obligations, including external audits.
<Security must now be integrated from the design phase and maintained throughout the product's life cycle. Regular vulnerability testing and timely updates are mandatory, and any identified security vulnerabilities must be reported to the European Union Agency for Cybersecurity (ENISA), especially if they are actively exploited. Non-compliance can lead to substantial fines and administrative sanctions, raising the stakes for companies operating in the EU. Existing products are only subject to the CRA if they undergo substantial modifications, and technical details for product categories are still being finalized by the EU Commission.
All I see this as is more reasons why to never give a shit about developing video games for Europe if I'm required to submit my games to the EU government just to release it in that territory.
And, time for some LOL
Deep down, most people like furries, they just don’t know it yet. Fuga: Melodies of Steel and Aeruta creators talk about the appeal of kemomimi and furries
archive.ph/jgjof
>CyberConnect2 has many staff who are fond of furries, right?
<Matsuyama: Yes, everyone says they’ve always liked content with that kind of aesthetic. The reason why they like it tends to come later, it starts with a simple “I like this.” However, they all hide it at first.
>So everyone’s first instinct is to hide that they like it?
<Matsuyama: Yes, even at our company, people instinctively try to hide that side of themselves, so I think that tendency is even stronger in society at large.
<That’s why we need to bring those people, the latent furry lovers, out into the open, including our fanbase. And the catalyst for forming such a community lies in the content we create and the intent behind our promotional efforts, so this is something we need to keep expanding.
>You believe that, deep down, everyone has some level of fondness for furries inside them?
<Matsuyama: That’s right.
>Does that mean even I have the potential to be a furry?
<Matsuyama: You do. Most people just haven’t realized it yet. They just don’t know how to put it into words, but when asked directly, they’d probably say, “Now that you mention it, yeah, I do kind of like that.” The reason they haven’t discovered it is that there aren’t many works like that, so they haven’t had the chance to learn about it. But ultimately, we’re all mammals. Every human being has an animal living inside their heart.
>You made that last part sound like a proverb or something.
<Everyone: (laughs)