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>>>byinforma.
JANUARY20262026STATE
OF
THEGAME
INDUSTRYFOREWARD
...................................................................................3
1
DEMOGRAPHICS
.............................................................
5
2
INDUSTRY
LAYOFFS....................................................
13
3GENERATIVEAI..............................................................
19
4ENGINES,
PLATFORMS,AND
FEATURES.......28
5THE
BUSINESS
OF
GAMES
.....................................37
6ADVOCACY......................................................................
45TABLE
OF
CONTENTS2026STATEOFTHEGAME
INDUSTRY
|
2
》
FOREWORDThis
past
year,the
Game
Developers
Conference
transformed,
becomingthe
GDC
Festival
of
Gaming.The
State
of
the
Game
Industry
has
alsotransformed,expandingtobetterrepresentthefullgameecosystem.We
spent
the
past
year
taking
a
deep
dive
into
our
annual
survey
and
report,
consultingwithkeystakeholdersandmembersofthecommunitytorefine
our
questions
and
diversify
our
reach.Ourgoalwastoensureresultsnotonlyrepresentthethoughtsandperspectivesof
all
game
industry
professionals,but
also
their
areas
of
expertise.
Surveys
werecustomizedforeachparticipantgroup,ensuringthatdevelopers,marketers,executives,investors,and
others
answered
questions
tailored
to
their
unique
skillsets.
We
also
performed
a
small
survey
of
game
educators
and
students
to
capture
asnapshotofthechallengesfacingthenextgeneration.This
year,we
surveyed
over2,300game
industry
professionals(with
a
±3percentMoE)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
orvisual
content
was
generated
through
AI—with
one
exception,but
you’ll
see
why.Thankyoutoeveryonewhoparticipatedbysharingyourthoughtsandperspectives.
This
year’s
State
of
the
Game
Industry
has
given
us
a
new
look
inside
the
gameindustrypuzzle,andwelookforwardtoputtingthepiecestogetherwithyou.Festivalof
Gaming2026STATE
OFTHE
GAME
INDUSTRY
|
3
1DEMOGRAPHICS2026STATEOFTHEGAME
INDUSTRY
|
4Age1%65or4%55-6417%45-5437%25-3435%35-44GDCAttendance40%I’ve
neverattended10%I’vegonetoGDC-adjacentevents,but
notGDC
itselfLGBTQ+28%Yes7%Prefer
nottoanswerGender3%Prefer
not
to
disclose8%Nonbinary24%WomanAPIECE
OF
THE
INDUSTRYChanges
to
the2026survey
make
year-on-yearcomparisonsdifficult;so,forthemostpart,wewillbeavoiding
them.We
will
note
where
we
see
patterns
or
similarities,with
the
caveat
that
reliable
YoY
data
willnot
be
available
until2027.About
two-thirds(64%)of
this
year’s
respondents
aremen,one-fourth
are
women(24%),and8%are
non-binary.About28%of
respondents
identify
as
LGBTQ+,increasing
to31%for
those
living
in
the
United
States.About39%of
respondents18-34identify
at
LGBTQ+
(and
that
percentage
rises
to46%among
respondents24and
younger).This
year’s
demographic
breakdown
tracks
with
changes
we’ve
seen
over
the
past
fewyears,butadirectcomparisonis
not
recommended.Weaskedourrespondentswhetherthey’veattendedthe
Game
Developers
Conference
in
the
past
10years.Overall,overhalf(55%)have
been
to
GDC
at
leastonce;5%have
gone
to
GDC-adjacent
events,
but
notGDC
itself;and40%have
never
been.Attendancerates
were
much
higher
for
folks
based
in
the
US,with71%having
gone
to
the
event
at
some
point
inthe
past
decade(compared
to37%for
international
respondents).1%Additionalgendercategory/
identitynotlisted2026STATEOFTHEGAME
INDUSTRY//DEMOGRAPHICS
|
5Festivalof
Gaming65%6%18-2464%Man7-10times4-6
times2-3times19%19%olderD5%7%OnceNoThisyear,welimitedtheraceandethnicityquestiontorespondentslivinginthe
United
States,
as
our
morelimited
international
pool
risked
an
inaccurate
representation
of
diversity
outside
of
the
US.Two-thirds
(67%)identifiedasWhiteorCaucasian;6%as
Hispanic,
Latino,orSpanishorigin;
5%as
Black,African,
or
Caribbean;
5%as
EastAsian;2%asSoutheastAsian;1%asSouthAsian;
and
1%
as
Middle
Eastern
or
NorthAfrican.About7%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,
and20%
as
part-Black,African,or
Caribbean.White/CaucasianHispanic,LatinoorSpanishorigin
Black/African/CaribbeanEastAsianSoutheastAsianMiddleEasternor
NorthAfricanSouthAsianAmericanIndianorAlaska
NativeNativeHawaiianorother
Pacific
Islander
Multipleethnicities/Notlisted
PrefernottoanswerWhat
race,ethnicity,or
origin
best
describes
you?(USONLY)
6%
5%
5%
2%
1%
1%0%0%
7%
4%2026STATEOFTHEGAME
INDUSTRY//DEMOGRAPHICS
|6Festivalof
Gaming67%DWHERE
THEY’RE
FROMAND
WHERE
THEY
LIVEWe'vespentthepastyeardoingcommunityoutreachtoincreasenon-USrepresentation
inthisyear'ssurvey,andwe'veseensmallsigns
of
progress.This
year,54%of
respondentswerebasedintheUnited
States,
downfrom
58%
in2025.However,we
still
have
a
disproportionatenumberofpeoplefromNorthAmericaand
Western
Europe.
It's
far
from
trulyrepresentativeoftheglobalcommunity,and
we
know
more
work
is
needed.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
interestingresultsfortheUnitedStates,butothercountries
had
too
small
a
sample
size
to
beanaccuraterepresentation.Topcountries
(byrespondents)Born
/Live2026STATEOFTHEGAME
INDUSTRY//DEMOGRAPHICS
|7United
Kingdom6%
/6%NewZealand1%
/1%United
States50%
/54%Canada6%
/8%Czechia1%
/1%Germany2%
/
2%Australia3%
/
3%Sweden2%
/
3%Turkey1%
/1%Japan1%
/1%France3%
/
2%India2%
/
2%China1%
/1%Spain2%
/
2%Festivalof
GamingBrazil2%/1%3%born
inWashingtonstateHalf(50%)of
respondents
were
born
in
theUnited
States,but54%currently
live
there.This
shows
a
net
increase
in
immigration
to
theUnitedStatesbygameindustry
professionals.When
we
looked
at
relocation
by
state,we
sawsome
some
interesting
results.We
focusedon
US-born
game
workers,seeing
what
stateshave
seen
the
most
relocations.
It
shouldcome
as
no
surprise
that
California
ranks
atthe
top—one-fourth(25%)of
US
respondentswere
born
there,and
one-third(34%)currentlylive
there.Washington
state
had
the
largestpercentage
increase,and
New
York
saw
themostdepartures.Top
states(byUS
respondents)Born
/Live2026STATEOFTHEGAME
INDUSTRY//DEMOGRAPHICS
|
812%live
therenowMassachusetts3%
/
4%North
Carolina1%
/2%Pennsylvania4%
/
3%Washington3%
/12%NewJersey4%
/
2%NewYork9%
/5%Colorado2%
/
3%Maryland3%
/
3%5%
/6%Oregon1%
/2%Florida4%
/
3%Texas5%
/6%Festivalof
GamingCalifornia25%
/
34%IllinoisJobdisciplineGamedesign(incl.
Narrative)GameprogrammingVisualandtechnicalartsGameproductionBusinessandstrategyMarketing
/PRQualityassurance(QA)
/PlayersupportAudioBusinessoperations(HR,
IT,
legal)THE
GAME
MAKERSWe
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
forrespondentsweregamedesignandnarrative(22%),programming(17%),visualandtechnicalarts(16%),andgameproduction(11%).These
top
jobs
were
consistent
across
age
ranges
and
years
of
experience,although
we
did
see
a
rise
in
business
roles
among
older
game
industryprofessionals.One-tenth(11%)of
respondents
responded"Other,"with
several
of
themnoting
that
they
work
multiple
roles—either
because
they
are
in
leadershippositions,workonsmallteams,oraresolodevelopers.
17%
16%
11%
7%
3%
3% 2% 2%User
experience
(UX)
2%Liveops
/
Analytics
1%Support
services
1%Community
support
1%Other
11%Top
jobs
for18-34year
olds2026STATEOFTHEGAME
INDUSTRY//DEMOGRAPHICS
|9Marketing/
Community
managementVisual
and
technicalarts123Festivalof
GamingQuality
assurance22%DCompanyGamedevelopment
/StudioEducation(school
/university)Consultant
/IndependentcontractorSolodeveloperGamepublishingGametechnology,services,anddistributionMarketing
/PRagencyTobetteraccountforthevarietyinindependent
studio
size,revenue,and
prominence,we
created
two
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,and18%areatyoungerindiestudios.
For
companysize,two-thirds(68%)of
workers
at
older
indiestudios
say
there
are
at
least20people
employedthere.On
the
other
hand,three-fourths(77%)
ofrespondentsatyoungerindiestudioshavelessthan20employees,and11%workbythemselves.Over
half(54%)of
respondents
reported
lessthan10years
of
experience
in
the
game
industry.
Theresultswerehigherforrespondents
inqualityassurance(76%)and
marketing
and
communitysupport(68%),and
lower
for
those
in
businessservices
and
operations(37%).Currently,62%of
respondents
work
at
gamecompanies
or
studios
in
a
variety
of
roles.Breaking
it
down,45%of
those
folks
work
atindependent
studios,31%at
AAA
studios,18%atAA
studios,and6%at
co-development
studios.Havelessthan10yearsexperience6%Co-development
studio18%AA
game
studio4%25-29years7%20-24years13%15-19yearsYears
of
experience
Studio
TypeMedia
/
JournalismNonprofit
/
Advocacy
Funding
/Investment
7%
7%
6% 5% 5%I
2%4%Underayear8%1-2years27%Independent
game
studio(5+yearsin
business)2026STATEOFTHEGAME
INDUSTRY//DEMOGRAPHICS
|
1037%Business18%Independent
game
studio (<5yearsin
business)76%QA31%AAA
game
studioFestivalof
GamingI
1%I
1%0%本报告来源于三个皮匠报告站(),由用户Id:349461下载,文档Id:1101006,下载日期:2026-02-123%30years
or
more18%10-14yearsTraining
4%20%6-9years22%3-5years62%8%identify
as
solo
developersInadditiontostudioworkers,therewereconsultantsandindependentcontractors(7%),game
publisher
employees(5%),and
thosewhoworksupportserviceslikegame
technology
and
distribution(5%).We
had
over100respondents
who
work
in
supportservices,with
their
top
fields
being
software
and
middleware(25%),game
enginetechnology(17%),and
software-as-a-service(16%).About4%of
respondents
identified
as
full-time
solo
developers,and4%said
they
work
as
part-time
solo
developers.Company
size4%
16%Just
me
2-9
people
2026STATEOFTHEGAME
INDUSTRY//DEMOGRAPHICS
|
1122%10-49people27%Festivalof
Gaming50-249people
2
INDUSTRYLAYOFFSThemarkethas
beensochallenging
I’m
not
sureI’llremainin
games."-FORMERC-LEVEL(MARKETING/PR),CALIFORNIA/LAIDOFF
<12MONTHSAGO2026STATEOFTHEGAME
INDUSTRY
|
12[1-IN-4]
HAVE
BEEN
LAID
OFFIN
THE
PAST2YEARSForthepastfewyearsoflayoffs,there’sbeenthepromiseofaneventual“coursecorrection.”That
the
post-pandemic
layoff
surge,which
followed
COVID-erainvestment
and
hiring,would
sort
itself
out.Some
hoped
this
would
be
the
year.It
was
not.Not
only
have
layoffs
continued
to
afflict
the
game
industry;they’ve
gotten
worse.According
to
our
survey,17%of
game
industry
professionals
reported
being
laid
offinthepast12months,while11%saidtheywerelaidoffduringthe
12
months
prior(lining
up
with
our2025survey
data).
Altogether,that
means
over
one-fourth(28%)
of
respondents
have
experienced
a
layoff
in
the
past
two
years,increasing
to
one-third(33%)for
those
in
the
United
States.The
total
number
of
layoffs
could
be
higher,though,as
some
may
have
experienced
more
than
one
layoff
in
the
past
two
years.Gamedesigners(includingnarrative)reportedthehighestpercentageof
layoffswithin
the
past12months(20%),and
those
working
in
business
operations
andservices
said
they
experienced
the
least(8%).Of
those
who’ve
experienced
a
layoff,almost
half(48%)said
they
haven’t
found
another
job
yet.This
includes36%of
gameindustry
professionals
who
were
laid
off1to2years
ago.Halfofrespondentssaidtheircurrent(ormostrecent)companies
haveconductedlayoffs
in
the
past12months,while42%said
they
haven’t.Over450respondents
reported
experiencing
an
acquisition,closure,or
merger
inthe
past
year.About31%of
those
people
also
reported
being
laid
off,though
it’sunclear
how
many
were
a
direct
result
of
said
company
changes.AAA
and
older
indierespondentsweremorelikelytoreporttheircompanieswereacquired,andnewerindie
studios
were
more
likely
to
close.AcquisitionMerger2026STATEOFTHEGAME
INDUSTRY//INDUSTRY
LAYOFFS
|
13Have
you
been
laid
off
in
the
past24months?11%Yes(12-24months)Did
yourcurrentorformercompanyexperienceanyofthefollowing?(by
layoff
status)450respondents(CHOOSEALLTHATAPPLY)Closure63%18%Laid
offNotlaidoff17%Yes(<12
months)Festivalof
Gaming72%No79%16%13%41%DPerceptionsaboutwhetherwe'reheadingtowardthatlong-promised”coursecorrection”are
mixed.About
half(47%)of
currently
employed
respondents
said
they
don’t
anticipate
layoffs
in
the
next
year,one-fourth(23%)said
they
do,and
30%wereunsure.However,peoplewho’dbeenlaidoff
previously(and
sincefound
another
job)were
more
likely
to
feel
unsure(40%)
of
future
layoffs.RespondentsatAAAstudiosweremorelikelytosaytheyanticipatefuturelayoffs,and
there
appears
to
be
a
reason
for
those
concerns.While8%of
AAA
game
workers
said
they
were
laid
off1to2years
ago,19%
said
they
were
laid
off
within
the
past12
months.Overall,two-thirdsofrespondentsatAAAstudiossaidtherewerelayoffsattheir
companies.Onlyone-thirdofpeopleworkingatindiestudiosreportedthesame.Given
how15%of
respondents
from
indie
studios
said
they
were
personally
laid
offin
the
past
year,these
numbers
suggest
that
company
layoffs
were
more
likely
tohave
a
personal
impact
on
indie
professionals,
possibly
due
to
their
smaller
studiosizes,while
AAA
workers
had
a
stronger
likelihood
to
see
layoffs
happening
elsewhere
attheircompanies.I’vebeenlaidoffsomanytimesinthe
last
5-6years,hadsomanyturbulentissuesworkingingames.Ihavetraumaandcan’teverfullytrustanywherenow.-MANAGER(GAMEDESIGN),CALIFORNIA[AAA
STUDIOS]CONTINUE
TO
SHED
WORKERSDo
youanticipatefuturelayoffsat
yourcompany
in
the
next12months?米米米2026STATEOFTHEGAME
INDUSTRY//INDUSTRY
LAYOFFS
|
1430%Unsure23%Yes47%NoFestivalof
Gamingentry-level
jobs,increasedcompetitionfromlaid-offworkerswithmoreexperience,and
AI-led
displacement(not
to
mention
the
rise
in
AI
résuméscreening).One
personsaid
they’ve
been
applying
for
internships
for
three
years
now,with
no
success.Professors
are
echoing
this
sentiment:A
large
majority(87%)of
surveyed
educatorssaidtheyeitherexpecttoseeanegativeimpactonstudentplacementpost-graduation,or
it’s
already
happening.Some
of
them
said
they’re
seeing
morestudents,inresponse,pursuingindiedevelopment,launchingtheir
own
studios,
or
continuinginhighereducation.Layoffsdon’t
justaffectgameworkerscurrentlyintheindustry,italsoimpactsfuturedevelopersandleaders
eager
to
enter
the
space.We
surveyed
over100
educators
and50students
about
what
they’re
seeing
and
anticipating.Three-fourths(74%)of
surveyed
students
said
they’reconcernedabouttheirfuture
jobprospectsinthegameindustry.
In
open
responses,students
noted
the
lack
ofDo
youexpectthecurrenteconomicandindustryclimatetohaveanimpactontheplacementrateofyourstudentsintothegameindustry?TotalRespondents1053-in-4students
worry
about
future
jobsMost
of
my
students
will
not
haveacareeringamedevelopment.-EDUCATOR(COMPUTERSCIENCE),MICHIGANTherearen’tany
jobs.Everyone’sgettingfired.It’sfucked.-STUDENT(GAMEDESIGN),CALIFORNIAEDUCATIONPOV:[LAYOFFS]60%Yes27%I'vealreadyseenanimpact2026STATEOFTHEGAME
INDUSTRY//INDUSTRY
LAYOFFS
|
15Festivalof
Gaming11%Unsure2%NoWhat
reason(s)did
your
current
orformercompanygiveforlayoffs?(CHOOSE
UPTO
3)CompanyrestructuringBudget
cutsMarketconditionsProjectcancelledStrategicdirectionchangeProjectcompletionMerger/AcquisitionAutomation/AIimplementationCOMPANIES
CALLIT[RESTRUCTURING]
WORKERS
BLAME
[MISMANAGEMENT]We
asked
respondents
to
share
up
to
three
reasons
their
current
or
formercompanies
gave
for
layoffs
in
the
past12months.
Company
restructuring
(43%)wasthe
most
cited
reason,followed
by
budget
cuts
and
market
conditions
(38%
each),
aswell
as
project
cancellation(32%).These
percentages
were
much
higher
than
last
year’s,but
that’s
likely
because
welimitedthequestiontothosewho’dbeenimpactedbylayoffs.Wealsowantedtohearwhattheoverallgamecommunitythoughtwerethereasons
for
more
layoffs;so,we
analyzed
more
than1,200open
responses,700ofthemfrompeopledirectlyimpactedbylayoffs.Apartfrombudgetconstraintsand
marketconditions,alotofresponsibilitywasplacedonmismanagement
and
greed,
unrealisticexpectations,US-basedtariffsandotherglobaleconomicissues,andthe
adoptionofAItools.Thatsaid,somerespondentsnotedthattheircompanieshaveworkedhardto
retainemployees,in
spite
of
ongoing
challenges.Top
reasons
for
layoffs(by
studio
type)AAA1.Company
restructuring2.Project
cancelled3.StrategicdirectionchangeTariffs
or
rising
operational
costsOtherNoreasonsgivenIndie1.Market
conditions2.
Budget
cuts3.CompanyrestructuringAA1.
Budgetcuts2.Companyrestructuring3.Market
conditions4%
6%
7%2026STATEOFTHEGAME
INDUSTRY//INDUSTRY
LAYOFFS
|
16
6%
6%32%31%Festivalof
Gaming38%38%43%8%IN
[YOUR]WORDSFrom
your
perspective,whatisresponsiblefortheriseinlayoffsat
yourcompany
/
inthegameindustry?Ifeellikethisquestionimpliesthere’sa
justified
reasonforlayoffsatlargestudios,whichIcan
assureyoutherealmostalwaysisnot.-CONTRIBUTOR(GAMEPRODUCTION),WASHINGTONSTATE《LeadershipfailedtoseethattheCOVID-eraboomwasnotpermanent,[andthe]companywentonanacquisitionspreebeforebeingacquired.Now,moneyisalottighterbecausethegoldfishwiththemoneywantreturnsyesterdaysotheycanfunnelitintothecurrentfad(genAI).-SENIOREMPLOYEE(GAMEPROGRAMMING),INDIAExecutiveswhohaveneveractuallyworkedasadevarepullinguptheboardsontheirships,throwingpeopleoverboard,and
expecting
these
scuttled
ghost
shipstokeepmakingtheminfinitemoney.-FORMERSENIOREMPLOYEE(GAME
DESIGN),NEWYORK/LAIDOFF
<12MONTHSAGOAtmycurrentcompany,therehasbeenSOMElayoffsduetocompanyrestructureandbudgetcosts,butoverallthey’vetriedhardtoretainfolks.-MANAGER(GAMEDESIGN),WASHINGTONSTATEFestivalof
Gaming
2026STATEOFTHEGAME
INDUSTRY//INDUSTRY
LAYOFFS
|17We’recominguptowardslaunch,andifsalesaren’tgoodenough,there’llbelayoffs.-OWNER(INDEPENDENTSTUDIO5+YEARS),AUSTRALIAElproblema
eselcapitalismo.-SENIOREMPLOYEE(GAMEDESIGN),
CANADA》《《》》
3
GENERATIVE
AIAI
is
theft.I
have
touse
it,otherwiseI’m
gonna
get
fired.-SENIOREMPLOYEE(VISUALANDTECHNICALARTS),UKRAINE2026STATEOFTHEGAME
INDUSTRY
|
18Wearea
small
team,
soitis
making
us
capableof
achieving
more
thanwewouldwithoutit.-EXECUTIVEVP(INDEPENDENTSTUDIO
<5YEARS),CALIFORNIAOver
one-third(36%)of
game
industry
professionals
use
generative
AI
tools
as
part
of
their
job,
but
there
are
somedifferences
in
who’s
adopting
those
tools.
Men(41%)reported
using
it
more
than
women
(35%),
older
workers(46%)more
than
younger
ones(34%),and
those
with
a
Master’s
or
PhD(45%)said
they
turn
to
it
more
than
thosewith
a
Bachelor’s
degree
or
lower(33%).
But
some
of
the
biggest
differences
are
in
what
kind
of
job
you
have
andwhere
you
work.Respondents
at
game
studios
reported
using
AI
tools(30%)less
than
those
at
publishing
companies,supportteams,and
marketing/PR
firms(58%).Business
professionals’usage(58%)far
outweighs
most
other
job
disciplines.And
upper
management(47%)uses
AI
tools
more
than
those
in
the
lower
decks
(29%).
Studio
directors
(36%)
sitbetweenthetwogroups.[1-IN-3]
GAME
WORKERS
TURN
TO
GENERATIVE
AIFORRESEARCH,
EMAILS,AND
MORE#
Do
you
use
generative
AI
toolsaspartof
your
job?2026STATEOFTHEGAME
INDUSTRY//GENERATIVEAI
|1936%Yes64%NoFestivaf
GamDngWhich[generative
AI]tools
do
you
use?(CHOOSEALLTHATAPPLY)ChatGPTGoogleGeminiMicrosoftCopilotInternal/Proprietary
toolsMidjourneyGitHubCopilotAdobeGenerativeFillSoraAIDALL-EOtherGiven
the
increasing
number
of
available
tools,we
asked
our
genAI
adopters
what
toolstheyturntoforwork.ThemostusedAItoolforgameindustryprofessionalswere
large
language
models(LLMs)—mainly
ChatGPT(74%),
followed
by
GoogleGemini(37%)and
Microsoft
Copilot(22%).
Midjourney(17%)was
the
most
usedtext-to-image
or
video
tool,alongside
Adobe
Generative
Fill(13%)and
Sora
AI
(8%)One-fifth(21%)of
respondents
said
they
use
internal
tools
from
their
companies,increasing
to30%for
AAA
workers.And
several
respondents
wrote
in
Claude
Code,
an
LLM
that
was
not
included
in
this
year’s
survey.81%47%47%35%22%20%19%12%10%5%8%We
also
asked
those
respondents
what
they
use
the
tools
for.The
most
commonuse
was
research
or
brainstorming(81%),followed
by
daily
tasks
(like
writing
emails)
and
code
assistance(47%each),and
prototyping(35%).
Generative
AI
tools
appearto
be
used
less
for
creative
tasks
like
asset
generation
(19%),
procedural
generation(10%),and
player-facing
features(5%).Research/BrainstormingWriting
emails/Scheduling/OtherdailytasksCodeassistancePrototypingTesting/Debugging Marketing/
Promotionalcont
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