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r/GIS 2019 User Survey Results

Reddit.com/GIS User Survey Results

Thanks for everyone who took part. Check the juypter notebook for charts and analysis:
https://github.com/HeikkiVesanto/rGISsurvey2019/blob/masterGIS%20User%20Survey.ipynb

Key points:

  • Users are 17% Female, up ~2% from 2017. 82% male.
  • 64% United States, 36% Other
  • Largest other: Canada 11%, United Kingdom 4%, Australia 3%, Germany 2%, New Zealand 1%, Netherlands 1%, Norway 1%, South Africa 1%
  • Largest states: California 12%, Texas 10%, Virginia 5%, Ohio 4%, Minnesota 4%, Florida 4%, Georgia 4%
  • Age: 53% are between 25 and 34
  • 52% Bachelor's, 33% Masters
  • 55% of Masters/PhD students recommend getting one, just 4% say outright no
  • 23% work in government
  • 1% do not use GIS software
  • 20% use FME
  • 21% use PostGIS, but even more use SQL Server at 35% (however only 18% chose SQL Server as their database of choice)
  • 13% still use ShapeFiles over a database, this is down from 15.5% in 2017
  • SQLite (SpatiaLite, GeoPackage) has gained a bit, 3.5%, up from 2% in 2017, should have asked specifically if people use it at all, separate from the database choice
  • Of ArcGIS users: 31% do not use Pro at all, 6% use only Pro
  • 70% do not use design software to finish maps
  • 62% vector based work, 31% 50/50, 5% raster
  • 39% of jobs do not require programming, 55% require Python
  • 6% have a GISP
How happy are you with your choice of GIS as profession?
7.7 / 10
Slight drop from 2017 when it was 7.8/10
How optimistic are you about the future of GIS as a profession?
7.4 / 10
Slight drop from 2017 when it was 7.6/10

Income

Overall:
Average salary is around $55000
Income level in US Dollars %
Under 20000 16.47
20000-30000 7.23
30000-40000 8.57
40000-50000 15.13
50000-75000 31.26
75000-100000 15.29
100000-150000 5.38
150000 or more 0.67
Industries with 150k or more jobs: Energy, GIS, Insurance
Job titles with 150k or more: Developer, Manager, Project Manager, Senior GIS Consultant
Best paying industries:
Industry Average income by industry
Energy 84500
Real Estate 73214
Natural Resources 71471
Defense 71375
Telecommunications 69375
Consulting 66638
Utilities 66118
Oil and Gas 63684
Public Health 62857
Engineering 62250
Local Government 59495
Civil Engineering 59318
GIS 58693
Environmental 57250
Archaeology 56429
Transportation 54167
Central Government 54107
Education 46667
Non-Profit 46111
Forestry 40455
IT 38333
Academia 33214
Best paying job titles:
Job Title Average income by job title
Project Manager 88056
Manager 84643
Developer 75900
Analyst 65625
Consultant 64500
Coordinator 62344
Specialist 60250
Support Specialist 56250
Research Analyst 48077
Technician 47067
Researcher 44583
Intern 20086
Research Assistant 19643
Main Desktop Software Average Income
None 102917
Other 64167
ArcGIS 56094
QGIS 49733

Desktop GIS usage:

Overall
Software %
ArcGIS 89.24
QGIS 51.09
Google Earth 46.89
AutoCAD 17.14
GRASS 11.43
Global Mapper 6.55
ERDAS 6.22
ENVI 5.38
MapInfo 3.53
SmallWorld 2.02
Main Desktop GIS:
Worldwide:
Software Usage as main desktop GIS %
ArcGIS 78%
AutoCAD 1%
Global Mapper <1%
Google Earth <1%
MapInfo 1%
None 1%
Other 2%
QGIS 17%
SmallWorld <1%
Europe as a whole:
Software Usage as main desktop GIS %
ArcGIS 51%
MapInfo 4%
Other 4%
QGIS 42%
By country:
Country Software Usage as main desktop GIS %
Australia ArcGIS 61%
Australia AutoCAD 6%
Australia QGIS 33%
Canada ArcGIS 73%
Canada AutoCAD 2%
Canada None 3%
Canada Other 2%
Canada QGIS 20%
Germany ArcGIS 64%
Germany MapInfo 9%
Germany QGIS 27%
Ireland ArcGIS 20%
Ireland QGIS 80%
Mexico ArcGIS 40%
Mexico Google Earth 20%
Mexico QGIS 40%
Netherlands ArcGIS 71%
Netherlands QGIS 29%
New Zealand ArcGIS 75%
New Zealand Other 12%
New Zealand QGIS 12%
Norway ArcGIS 33%
Norway Other 17%
Norway QGIS 50%
South Africa ArcGIS 83%
South Africa QGIS 17%
United Kingdom ArcGIS 57%
United Kingdom MapInfo 9%
United Kingdom Other 4%
United Kingdom QGIS 30%
United States ArcGIS 88%
United States AutoCAD <1%
United States Global Mapper 1%
United States MapInfo <1%
United States None 1%
United States Other 1%
United States QGIS 9%
United States SmallWorld <1%
The general gist of the comments were:
Keep improving yourself, including learning to program. GIS is changing and we need to move with the times. GIS is great in general, but it is you who has to apply it. Let's leave the ArcGIS vs QGIS rivalry behind us, we are a community.
CSV of the responses is on the GitHub:
https://github.com/HeikkiVesanto/rGISsurvey2019
submitted by tseepra to gis

July Update Compiled In Text

July Update Twitch
-04:32 - "Do you guys have a demo system planned?"
-We have a replay system which will be serverside. You can go in and choose to spectate anyone basically. There's also an ability to do some scripting in replays to set camera angels and stuff which we're working on next month to deliver more footage.
-05:33 - "How different is the movement from Quake style games?"
-Base movement system will feel familiar to the old arena fps games. We've focused a lot on getting a nice base for the movement in the game. We are considering splitting the game in half, essentially putting a selection in the starting menu for selecting to play the game with or without air control. But at the same time we really don't want to split the game up at launch..
-06:54 - (Showing tournament system in the menu)
-07:50 - "What spectator options will you have for esports?"
-Spectator mode will be as close to broadcast ready as possible, meaning small streamers can cover tournaments in the tournament system. We are planning on adding more stuff to the UI to show things like final, semifinal, round of 8 and etc so that even the lazy casters can just plug and play and don't need to setup trivial things like that.
-09:52 - "Stats and ladder?"
-We're gonna have statistics and a ladder to a degree but we aren't yet sure exactly how we're gonna go about it, but at the very least we will have an API that developers can use to show your stats on 3rd party websites. We don't want people to lose their cool over matchmaking and the points that they're getting, so quickplay is essentially the matchmaking, whereas tournaments is the place where you can prove yourself. Then there's custom games where you can mess around and/or practice. Dev hosted tournaments and community hosted tournaments to prove yourself and gain prizes..
-11:57 - "Will there be anticheat?"
-Trying to do our best, can't promise how easy it's going to be to stop people from cheating with a small dev team... No big solution yet..
-12:19 - "Esport plans?"
-Esport is tricky, it isn't really like how it used to be that you can just make a great game and it can be an esports, right now it's like a prizetag getting into esports. So the way we want to approach it is to give it a little time for the game to develop, breath before we start announcing money tournaments so to give players time to get in shape. We're open to work with anybody at dreamhack, esl... But we're fine hosting and covering our own tournaments. Largest question is how we're going to do it financially, still have upcoming meetings with broadcast companies if they want to get involved.. Big thing to work on though is to make it worth for teams to pick up players and possibly make a financial incentive to teams to invest in players to build up a healthy infrastructure.. Duel will (12 min duels) be where we will start with esports.. Trying to see if TDM can feature on the esport list. Currently played 3v3 because 2v2 tdm is pretty poor design. Tournament system will tell them statistically what people are playing. If we can support a lan for a bigger game mode it will most likely be on dreamhack where people can come and prove they're the best.
-17:19 - "Global race ladders yes or no?"
-Gamemodes... Super easy for us to make, can make it pretty much under a week.. So adding modes isn't a problem.. Most likely we will release with duel and 3 team modes along with FFA. Will see a lot of testing with them testing game modes, like rotating game modes.. (Showing example game mode)Portal instagib mode, took them a very fast time to make.. There will be a lot of differents modes to play around with, such as (talking about another example) freezemode with jetpacks, but you'll get the mutators and scripts to make your own game modes as well..
-21:57 - "Talk to us about the modding tools"
-Not really sure how far to allow you to mod, more of a technical question, meaning a programmer will have to expose a lot.. You will be able to make gamemodes with different mutators though, not sure after that because of the release timeframe that we have..
-22:50 - "What about customization with weapon bobbing, positioning, fov and etc.."
-Will enforce a minimum rule for the esport community, essentially "don't go crazy and break the game", but you'll be able to move the UI around, change/customize cross hair, change hitsound, crosshair customization for each individual weapon, sense, fov, weapon positioning/opacity and etc.. I don't mind what you do with the interface of your eggbot, you can change how you feel in the eggbot, just not the map.
-26:16 - "Can you show us all the weps?"
-shows weapons.. Weapon nine, like a shock cannon~~ shoots a ball with a radius and if anyone is within that radius it beeps and explodes. Super weapons > will most likely feature in team modes which are more about fragging, when you add weapons in the game when making maps you can set weapon spawn to spawn different weapons every time. Super weapons added to add more diversity, we don't want mappers to have to add multiple super weapon spawn points, because that will litter the map with super weapons. So we decided that you can add rotating spawns, that spawns super weapons after a cycle or you can add it to be random this is so that you only need one spawn point for superweapons.. These super weapons will be like power up objectives that you will fight over, meant to be a half between a weapon and a powerup.. Also, we have handheld grenades instead of grenade launcher... (shows a "Slow grenade" that creates a slowing field), will be running around the map and you catch them ("weebombs"), will have different personalities.. (Wee is for little in scottish).
-31:02 - "Battleroyal when?"
-Would love to do a battleroyal in the future when this is done.. We've made a terrain editoterrain tool that allows you to edit terrain in a larger scale. Made a map the size of PUBG which ran at 144 fps, but yeah we're not gonna do a battle royale.. Also a smoothing tool to smooth the terrain out, you can also paint grass and add trees and such.. Still need to work on the editing tools so that people don't need to know all the commands and such though... Can use the terrain tool to make maps and add a bit of variety.. Different lightning layers, there will be preset lights for ambience skybox etc.. Nighttime and daytime possible for variety.. Map makers can do pretty much anything, changing textures with accents etc.. Team icon billboards on maps, connect decal options to accounts so that you have your logo or the team logo on the wall.
-39:55 - "Co-op survival?"
-Really wanted to do co-op, not necessarily on release though. Done all the hard stuff behind the bots, but the bots are stupid, haven't pushed the bots yet.. Not sure where it will end up on release.. Might miss out on some things..
-40:36 - "Servers?"
-Currently we use AWS(https://aws.amazon.com/), we already have servers in Australia, Frankfurt and America that we do testing on with friends and family, not in beta yet. Can add more if need be, will see how it goes..
-41:01 - "Will the game have matchmaking?"
-Yeah..
-41:07 - "Does the game have music?"
-.... I could show you stuff but I would ruin it for launch, a lot of cool music interaction and settings but want to keep some stuff secret to suprise you...
-41:50 - "Launch?"
-The beginning of the next year probably, the whole year is financially covered and we want to use that to do it properly. It could be in February.. Once the gameplay loop is locked in, we hope to get people in. Next month we will primarily be working on replay, gamemodes and arts and stuff..
-43:15 - "how much will it cost on release?"
-Around $15, don't want to go high, but high enough to discourage people that rebuys after a ban as to no encourage bad behavior.. I appreciate that theres a lot of fans for arena fps, think around 15 dollars will be worth it.. Want you guys to earn stuff as you play the game, a battlepass drop $10 and you get these cool stuff like skins and stuff.. Want to keep price as low as possible, if people want to support us they can pick that up ...
-45:01 - "What's your sales target?"
-Ehm, mainly around just me and my family, all said they will pick up a copy. Everything after that is just a bonus.. Some of the biggest challenges that we have to overcome is that we're really bad at what other game companies are good at, like you make a gun and it's sounds good, look good etc.. but it takes us a long time to for it to feel good. Feels like we're learning game development on the go, especially as we're using our own engine and we're a pretty small team.. The stuff we're quite good at though is to figure out what the players want because we have a lot of gaming and esport experience ourselves..
-47:50 - "Priorities on the game?"
-Main priority is to finish it.. Will release on around 15 maps, want to realease with around 5 duel maps that we feel are good.. Any gamemode we release will be released with free maps. We've put a twist on game modes such as free for all. So when you que for brawl you can choose 1v1v1v1v1.., 2v2v2v2v2... or 3v3v3v3v3.., pretty much just FFA with teams.. Will try to figure out something to do while waiting or in que for matches, like a training mode when you're in que.. A duel mode for training, first to 3 frags, learn spawn items etc.. When in que, or you can go into a training mode and just shoot bots or targets that are moving to make sure you have something to do while queing...
-52:17 - "Full release and beta?"
-You rarely get 2nd chances, and we want (whatever we call the release) the release to be as strong as it possibly can be.. With replayability etc.. And when we get you guys into the beta it's as enjoyable and replayable as possible to get your feedback. So whatever we call it is whatever we call it...
-52:47 - "Is there clipping?"
-Yeah, you can wallclip. Need to add vertical wallclipping though..
-53:37 - "Beta is when?"
-We are actively working towards getting to a point where the game is good enough to let you guys in so can't say for sure..
-54:20 - "How much are we able to customize the hud?"
-It's coherent, which is basically HTML5, CSS3 and JavaScript (https://coherent-labs.com/).. It's all just about us to be able to push it for you guys, not a huge priority but you will be able to do stuff for sure..
-54:48 - "Can you talk about netcode and tickrate?"
-I'm not very good at that stuff so I can't go into detail about that...
-55:03 - "Gameplay footage anytime soon?"
-We want to hold gameplay until the next update, next update will likely be gameplay footage and release date... Will bring that together all at the same time and wow everybody..
-55:37 - "Spawn point silhouettes in warmup?"
-We actually have spawnpads that you can add, not sure if we're gonna use theese... We have spawn points/pads to show where people will spawn, they have no collision.. Helpful for new players to show the spawn points. The spawnsystem is still being worked on...
-58:43 - "Has steam already accepted about steam release?"
-No they haven't, one of the thing we have to get around to. Hopefully we will release on steam and on the $15 mark.. Hopefully nearer the end of the year, latest February..
Edit#1: Formatting Edit#2: Changed "Iron Engine" to "our own engine"
submitted by Zendre to Diabotical

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