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Game Agents, Part 2: Case Study: Silverback and RED
By Andy Muir
June 18, 2003
In the
Spring of 2000, the six-man crew of Silverback Entertainment descended upon E3
in search of a publisher for our first title. We had been working on a science
fiction action/role-playing game called Harbinger for a little under a
year, and we were excited by the prospect of showing our work to publishers. We
weren't naïve enough to believe we would actually walk away with a deal, but we
figured that with enough persistence we could make a few good contacts, and work
on building relationships from there.
That
year we had only set up two meetings before the show: one with a large RPG web
site, and the other was with a game agent. The agent had seen our recently
launched web site, and was very interested in seeing our game in action. We were
told to meet him at the booth his company was sharing in the bowels of the Los
Angeles Convention Center. We showed up fifteen minutes early for recon
purposes, but his company's name was nowhere to be found at the designated
booth. We lingered around, and soon enough our contact made his appearance.
After locating a power outlet and a card table, we fired up our laptop and
started showing off the game. Less than five minutes into the demonstration, he
awkwardly admitted that he was from the business division, and didn't really
play games. He sent off for his "gamer guy" and the demo proceeded with a lot of
smiles, nods and promises to mail a copy of the demo to him after the show. This
initial meeting left us a little off balance, however.
Nevertheless, we were still determined to set up publisher meetings at
the show. This proved much more easily said than done, though. We lugged the
laptop from booth to booth, trying to make contacts at every big and small
publisher of PC games that we could find. We talked to everyone, but in the end,
we only managed to line up two real meetings, and one of those was with a person
we knew prior to the show that worked for a dying publisher. While both of these
meetings were better than our first one, they ended in an almost identical
manner: smiles, nodding heads, and a request to mail them a demo after E3 was
over. We also managed to collect a handful of business cards for producers to
get in touch with later.
In 2001
we came to E3 much more prepared. Our team had grown from six to eight people,
our demo was much bigger and it was beginning to look like a finished game. In
the months leading up to E3, we spent a lot more time promoting Harbinger
on the Internet in order to build public awareness of the game and our team.
Most important, we followed up on every contact we made at E3 the previous year,
and had a full schedule of meetings before arriving at the show. One of those
meetings looked extremely promising, and the crew was cautiously
optimistic.
As
usual, the meetings started out a little rough. The first person we were
supposed to meet told us to show up "any time after eleven", but when we arrived
we spent nearly an hour lingering around her booth, waiting for a slot in her
schedule to open up. The whole time art director Steve Macomber and I watched a
stream of women stroll in and out of the booth's office, speculating which one
was our contact. We were surprised to learn that our contact, Heidi, was
actually small German man.
After that, we were off to our meeting with
the Big Publisher. The meeting was a dream: she gave us food, laughed at our
stupid jokes, and she genuinely loved the game. We agreed to send her a copy,
and she pressed to set meetings every fortnight after the show.
After
this meeting, we were walking on air. After two years of hard work and a string
of rocky meetings, it looked like we were finally going to sign a deal. Not only
were we going to have a publishing deal, but we were going to have a publishing
deal with one of the biggest companies on our wish list. Things were looking up,
and the Silverback team returned to Arizona with spirits high.
Ironically, the only meeting we missed that year was with an agency
called Representing Entertainers and Developers (RED). We knew RED, based in Los
Angeles, had a solid reputation. Unfortunately, there was a mixup at the show
and out meeting fell through. Instead, we got in touch with them after the show,
apologized for the the mix-up, and they asked us to send them a copy of our
game. We mailed one, but truth be told, I figured that was the end of the story
with them.
In the
months that followed, our big publishing deal gradually fizzled away. No more
meetings every fortnight; in fact, there were no meetings at all. The woman we
spoke with at E3 was let go and, for all intents and purposes, we were back to
square one. Yet work on the game proceeded, and we resolved to go back to E3 in
2002 with a nearly finished game. Then the phone rang.
It was
Jeff Brunner from RED. He had found our game in a pile of unread mail, started
playing it, and was having fun. Most important, he strongly felt it was
something he could sell. That day we signed an agreement with him, and we were
happy to give him ten percent of whatever deal he could put together just to put
the publisher shopping in more competent hands.
Jeff
was relentless. We sent him an updated version of the game, and he shopped it
tirelessly. Not only did he do all the legwork, he also provided our team with
valuable feedback from the publishers he met with. We had a number of offers,
but he kept pressing until he could find a deal that would make everyone happy.
At the
2002 Game Developers Conference, Jeff set up a number of meetings with
publishers that wouldn't even look at us before. In the end, we signed a
worldwide publishing deal for Harbinger with DreamCatcher Interactive. In
addition to this deal, he set up a separate deal for Russian-speaking
territories with Akella.
At E3
the same year, we didn't have to lug a laptop from booth to booth collecting
business cards. Instead, we were showing Harbinger for DreamCatcher
Interactive, and giving interviews to the press. Less than a year later, in
February 2003, Harbinger was on store shelves.
With a small team
like ours, making games is very difficult work. But we learned that the right
agent can be an invaluable asset in bringing your game to market.
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