
FOREWARD...................................................................................31DEMOGRAPHICS.............................................................52INDUSTRY LAYOFFS....................................................133GENERATIVE AI..............................................................194ENGINES, PLATFORMS, AND FEATURES.......285THE BUSINESS OF GAMES.....................................376ADVOCACY......................................................................45 TABLEOFCONTENTS FOREWORD This past year, the Game Developers Conference transformed, becomingthe GDC Festival of Gaming. The State of the Game Industry has alsotransformed, expanding to better represent the full game ecosystem. Wespent the past year taking a deep dive into our annual survey and report, Our goal was to ensure results not only represent the thoughts and perspectivesof all game industry professionals, but also their areas of expertise. Surveys werecustomized for each participant group, ensuring that developers, marketers,executives, investors, and others answered questions tailored to their unique skillsets. This year, we surveyed over 2,300 game industry professionals (with a ±3 percentMoE) on layoffs, generative AI, platforms, and more, collaborating with researchpartners at Omdia and the Game Developer editorial team. Internal AI tools were usedsparingly during the research phase, to assist in sentiment analysis. No written or Thank you to everyone who participated by sharing your thoughts and perspectives.This year’s State of the Game Industry has given us a new look inside the game DEMOGRAPHICS1 APIECEOFTHEINDUSTRY Changes to the 2026 survey make year-on-yearcomparisons difficult; so, for the most part, we will beavoiding them. We will note where we see patterns orsimilarities, with the caveat that reliable YoY data will About two-thirds (64%) of this year’s respondents aremen, one-fourth are women (24%), and 8% are non-binary. About 28% of respondents identify as LGBTQ+,increasing to 31% for those living in the United States.About 39% of respondents 18-34 identify at LGBTQ+ We asked our respondents whether they’ve attendedthe Game Developers Conference in the past 10 years.Overall, over half (55%) have been to GDC at leastonce; 5% have gone to GDC-adjacent events, but notGDC itself; and 40% have never been. Attendance This year, we limited the race and ethnicity question to respondents living in the United States, as our morelimited international pool risked an inaccurate representation of diversity outside of the US. Two-thirds (67%)identified as White or Caucasian; 6% as Hispanic, Latino, or Spanish origin; 5% as Black, African, or Caribbean; About 7% described themselves as having a multi-ethnic background; 83% as part-White or Caucasian, 36%as part-East, South, or Southeast Asian, 26% as part-Hispanic, Latino or Spanish origin, and 20% as part-Black, What race, ethnicity, or origin best describes you?(US ONLY) WHERETHEY’REFROMANDWHERETHEYLIVE We've spent the past year doing communityoutreach to increase non-US representation inthis year's survey, and we've seen small signsof progress. This year, 54% of respondents However, we still have a disproportionatenumber of people from North Americaand Western Europe. It's far from truly We asked respondents to share both wherethey were born and where they currently live,to get a sense of what countries and US statessee more relocation. We saw some interesting Half (50%) of respondents were born in theUnited States, but 54% currently live there.This shows a net increase in immigration to theUnited States by game industry professionals.When we looked at relocation by state, we sawsome some interesting results. We focusedon US-born game workers, seeing what states 12%live 3%born inWashington THEGAMEMAKERS We expanded this year’s survey to better include investors, marketers,support teams, educators, and other vital members of the game ecosystem.However, developers are still our bread and butter. The top job roles forrespondents were game design and narrative (22%), programming (17%), These top jobs were consistent across age ranges and years of experience,although we did see a rise in business roles among older game industry One-tenth (11%) of respondents responded "Other," with several of themnoting that they work multiple roles—either because they are in leadershippositions, work on small teams, or are solo developers. Top jobs for 18-34 year olds Visual and Qualityassurance Marketing / To better account for the variety in independentstudio size, revenue, and prominence, we createdtwo categories: older (at least five years old)and younger (less than five years old). Overone-fourth (27%) of respondents from gamecompanies said they work at older indie studios,and 18% are at younger indie studios. For company Over half (54%) of respondents reported lessthan 10 years of experience in the game industry.The results were higher