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Though there are a lot of other company's
like them, R.E.D. (Representing Entertainers & Developers)
is an interesting firm. They are a game agency that represents
game developers and intellectual property owners much like
a Hollywood agent. But this Los Angeles-based agency has one
thing a lot of other companies in the biz don't have: a laundry
list of successful deals with some major brand-name companies.
We first met up with R.E.D. on April 26, when they announced
that they were representing 4DRuler's FPS, Gore. Since
then we've talked a lot with this Game Agent. We were so fascinated
by the concept (which is in vogue right now) of this Hollywood-style
representation of the interactive entertainment industry that
we decided to learn more about R.E.D. This is the first part
of our lesson, which we share with you. Enjoy!
GameSpyDaily: Tell us how R.E.D.
came into existence?
R.E.D.: R.E.D. began as the team
representation division of Interact. The team representation
division developed out of long-standing relationships we as
recruiters had established with project leads, lead programmers,
talented designers, artists and producers over several years.
More and more often, intact teams -- core groups of talented
people who enjoyed working with each other on a project --
would call us when they decided to strike out on their own.
As recruiters, we had placed many of the producers and executive
producers at publishers that were making the key decisions
on what developer would get what project. So, they naturally
wanted to access our contacts and connections to key decision-makers
that we had built up since 1993. After some successful introductions
turned into development deals, it made sense to continue leveraging
already existing relationships to bring opportunities to developers
and more access to the best talent for publishers. Thus, Interact's
Team Representation Division was formed, and we began introducing
experienced developers and newly formed developers to publishers,
matching developer expertise with the genre, platform and
technology requirements that the publishers had -- kind of
acting as a business development arm for the independent developers
we worked with. The model proved successful during the last
couple of years, and rapidly expanding opportunities justified
spinning out the team representation division into a separate
company called R.E.D., which stands for Representing Entertainers
& Developers. Spinning out team representation also made sense
in terms of keeping the strong Interact brand name associated
with recruiting "individual" developers.
GameSpyDaily: What is the Mission
statement of your company? What are you all about?
R.E.D.: The bread-and-butter
of our business is pretty straightforward: assist outstanding
independent game studios and development teams in securing
fruitful development agreements with publishers. We want to
help studios find projects that fit their particular skills
and experience, and negotiate development deals that reward
them financially for their hard work and creativity. At the
same time, we provide a valuable service to publishers by
leveraging our superior "industry intelligence" to find the
right team to develop their projects. Beyond simply matching
teams to projects, R.E.D. is working to bring original properties
to the forefront, package them with a team whose skills and
experience are appropriate to that property, and shopping
that around to publishers whose product line-up is a complimentary
fit with that package. Also, given the increasing convergence
of games with other forms of entertainment, when we are negotiating
deals on behalf of our clients, we seek to leverage opportunities
for them across multiple entertainment mediums.
GameSpyDaily: How much of a percentage
does R.E.D. get when representing a developer?
R.E.D.: We typically receive
10%, but that can vary depending on the project.
GameSpyDaily: Who's the biggest
brand name client you are representing?
R.E.D.: Probably Studio Gigante,
which was co-founded by several extremely talented and accomplished
developers including John Tobias, who was co-creator of Mortal
Kombat, one of the most successful franchises in the video
game industry. We kept in touch with these guys after they
left Midway and following their formation of Studio Gigante,
R.E.D. reached a representation agreement with his new company
and succeeded in brokering a multimillion-dollar development
deal. All I can tell you at this point is it's for a fighting
game for a next generation console. Hopefully, I'll be able
to provide more details in a few months.
GameSpyDaily: Any advice for
developers trying to land publishing deals for a decent game
project?
R.E.D.: It's very important to
have a demo, something that shows off your team's technology.
I can't emphasize that enough. Even if your team is studded
with developers with a great collective track record of shipping
successful games, publishers still want to see a physical
demonstration of your current capabilities. I'd also strongly
recommend having a business/managerial person on staff, someone
who takes care of the business operations as well as the product
development. This greatly increases a publisher's confidence
level, because they know your team won't miss milestones because
the lead programmer/COO is busy processing payroll and paying
bills. This will sound biased coming from me, but professional
representation is another important consideration. The studios
with the best information about which publishers are looking
for teams are the ones most likely to secure rewarding deals
developing the kind of games they like. An agency like R.E.D.
will have much more complete information about what projects
are available than any single development studio. Also, companies
like R.E.D. are more experienced at negotiating development
deals, because we do it on a continual basis. We have a much
better idea of what the market will bear. Independent studios
generally lack negotiating experience and may be more likely
to settle for less than they deserve.
GameSpyDaily: Besides publishing,
what other deals do you guys broker?
R.E.D.: Mostly publishing and
development deals, but we have brokered a deal that resulted
in a team being purchased and we are currently working on
a similar deal. We've also done some licensing deals.
GameSpyDaily: Does R.E.D. have
clients that are "out of work" that they keep in mind for
projects, much like a traditional entertainment agent?
R.E.D.: We are always working
hard to secure development projects for our clients that have
bandwidth to take on such projects. In a very real sense,
R.E.D. functions as a business development arm for independent
developers. We know when teams are nearing the end of their
development cycles and which projects are coming up, and use
that knowledge to broker deals to ensure the studios we work
with have a steady flow of projects and revenue.
GameSpyDaily: How many deals
(including the ones that haven't been revealed on your website)
have you guys brokered? R.E.D.: We've brokered approximately
15 deals during the last 18 months.
GameSpyDaily: Is your company well connected
in the game industry?
R.E.D.: Yes. Interact, the company
from which R.E.D. spun off from, has been placing individual
developers for eight years. Many of those people have since
risen to senior decision making positions with publishers
and studios throughout the industry. The positive relationships
R.E.D. and Interact have built during the last decade means
we can offer independent studios access to decision makers
and projects they would not otherwise have.
GameSpyDaily: Do you represent
developers on an individual basis, like for placement in other
companies?
R.E.D.: No. R.E.D. represents
teams, independent studios and licensed properties. Interact,
R.E.D.'s sister company, specializes in placing individual
developers - programmers, animators, artists, designers, producers.
GameSpyDaily: Given your entrenchment
in the biz, what's your opinion of the whole Columbine lawsuit
situation?
R.E.D.: The killing was a tragedy,
but blaming the video game industry misses the mark. Violent
games don't turn good kids bad. There was something much deeper
and more sinister going on with those kids - they were building
bombs in homes and their parents' were apparently clueless
about it. That said, parents do need to take control of what
kind of games their kids are buying and playing. There's a
ratings system that gives parents that information. It's a
parent's responsibility to act on that information. Suing
the industry won't stop a single schoolyard shooting.
GameSpyDaily: If you had to pick
one unknown game project from one of your clients, which would
you say is the most promising?
R.E.D.: We have a lot of talented
clients and we don't like to pick favorites. Nevertheless,
just for example, Gore by 4D Rulers is an extremely
promising game, one that takes the first-person shooter to
the next level. The guys at 4D Rulers are passionate about
making games, and it shows in Gore. They've poured
their lives and treasure into developing Gore, and
it makes us proud that they have entrusted us with finding
them a publisher. That's one of the most satisfying parts
of what R.E.D. does-helping talented independents with a great
product get their game on the shelf.
GameSpyDaily: I notice that you
also represent companies that have products or properties
that have a natural potential to become games, like Tech Deck.
R.E.D.: As I mentioned before,
our main focus is on finding development deals for our clients,
however, like Tech Deck, we do represent promising licenses
as well and package them with talented development teams for
eventual production.
GameSpyDaily: Let's talk about
Gore for a minute. 4DRulers is looking for a publisher.
Have you an interest from publishers or have you shown the
game to any publishers? If so what was their response?
R.E.D.: 4D Rulers only signed
with us a little more than a week ago, so we've just started
showing it to publishers--but so far, they like what they
see.
GameSpyDaily: How is (or how
will) Gore (be) being billed to publishers? Full price
first-person shooter or budget-priced, quality action game?
Would you say the game is a premium (price wise) title or
a good game that should have a moderately lower price point
(like Serious Sam).
R.E.D.: We think 4D Rulers has
built a game that definitely qualifies as a full-price first-person-shooter.
I think anyone who plays their online multiplayer demo would
agree it is a premium title.
GameSpyDaily: A lot of development
studios are leery of Game Agents, because they seldom deliver
what they promise: deals that are mutually beneficial to both
the developer and the publisher. What sets your firm apart
from other similar companies in that regard?
R.E.D.: I can't speak to their
experience with game agents, but I think companies like R.E.D.
provide a valuable service. Generally speaking, independent
developers only negotiate one or two deals every couple of
years. R.E.D. is continually negotiating deals, and so we
have a much better understanding of the current marketplace
and how much publishers are willing to invest in game projects.
Our clients benefit from that expertise in the form of more
lucrative deals than they could not have secured negotiating
on their own. We are honest with prospective clients. If their
demo or game idea isn't what publishers are looking for, we'll
tell them. We'll also advise them on how to craft their product
in way that makes publishers more willing to invest in it.
R.E.D.'s whole premise is providing developers and publishers
what they need most. For developers, that means access to
the broadest range of available projects, and for publishers
that means access to the broadest range of development teams.
R.E.D. possesses that information, and by working with both
developers and publishers we arrive at deals that are win-win
for everyone.
GameSpyDaily: Any (independent,
small) developers in the public eye right now that you would
represent in a heartbeat?
R.E.D.: Rather than name any
particular developers, I'd rather talk about the kind of studios
and teams we'd like to represent. Obviously, we're interested
in teams that have shipped hugely successful titles,. We are
interested teams like 4D Rulers who may be relatively unknown,
but have created a terrific product like Gore. We like
to work with teams with all-star talent, great technology
and that are hungry to show the great work they can do. RED
wants to represent the very best talent. Most developers are
just a few key personnel away from achieving greatness. In
a nutshell, we are interested in teams and studios that are
talented, skilled and serious about making great games and
running a successful business.
GameSpyDaily: Finally, for developers
looking to hook up with your firm, who should they contact?
R.E.D.: They should call 310.643.4760
and ask for myself Paul Cunningham at extension 285, Jeff
Brunner at extension 286, or e-mail us at info@red-la.com.
We'd like to thank Paul, Jeff, Dave,
Matt and the entire R.E.D. team for answering our questions.
A special thanks goes to 4DRulers for hooking us up (indirectly)
in the first place. We wish them the best of luck with Gore.
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