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In the business of making video and
PC games in 2001, a developer not only has to come up with
a cool game idea but also has to sell their idea to a publisher.
These days, with multi-million dollar budgets becoming the
norm rather than the exception, developers have to deal with
the business side of creating a game. Enter R.E.D (Representing
Entertainers & Developers) a video and PC game agency who
has garnered a growing clientele of developers such as 4D
Rulers (Gore) Silverback Entertainment (Harbinger) and many
others. Just this week the agency announced it had secured
a development team to work with Sega to bring their Dreamcast
game Skies of Arcadia to the Playstation 2 console. HomeLAN
got a chance to chat with R.E.D co-founder Jeff Brunner to
find out more about what his agency does for game developers
and the gaming industry.
HomeLAN - How did the R.E.D
agency start?
Jeff Brunner - R.E.D. evolved
from the team representation division of our sister company,
Interact. The team representation, in turn, evolved from long-term
relationships that we had built up since 1993. These were
relationships with programmers, designers, artists and producers
- the key people working on game projects. We discovered that
intact teams -- core groups of talented people who enjoyed
working with each other on a project -- were contacting us
increasingly when they decided to strike out on their own
and needed projects. We had placed many of the producers and
executive producers who'd be deciding which developers got
projects, and these start-up developers knew we had a great
access to them.
We made some introductions that
led to development deals, which led us to believe there was
a market for such a service. That's why we formed Interact's
Team Representation Division. We began introducing both experienced
developers and start-up development teams to publishers, matching
a team's particular expertise with a publisher's genre, platform
and technology requirements. We were essentially functioning
as a business development arm for the independent developers
we were working with.
We wanted to differentiate our
team representation and recruiting services, so we spun out
the former as a separate company called R.E.D., which stands
for Representing Entertainers & Developers
HomeLAN - Why do you believe
an agent for computer and video game developers is becoming
more necessary?
Jeff Brunner - The game
development marketplace is very competitive, and is only going
to become more so. Business development can be problematic
for smaller developers. Most of them don't have someone in-house
whose job is securing more projects, and everyone is generally
so busy producing a game, it's hard to extricate yourself
from the process and start hunting for the next development
project.
Using an agent has a lot of advantages.
First, it is basically a free service. We don't get paid unless
we deliver a deal for our client, and our fee is a small percentage
of the project's development budget.
Probably the most valuable thing
we provide is information. R.E.D. possesses much better, more
current information about available projects than any single
game studio. We are on the phone continuously with contacts
at publishing companies, finding out what projects are available
and working with them to match developers with those projects.
Developers don't have time to gather intelligence in such
quantities and may miss out on opportunities to bid for projects
for which they are a great match.
Additionally, we generally have
more experience negotiating development deals than most independent
studios, because of the limited number of projects that most
developers work on each year. Independent developers don't
negotiate deals very often - maybe once or twice a year. But
conditions in the interactive game industry are very fluid,
the kind of deals publishers are willing to negotiate can
change dramatically in just a few months. We are communicating
with publishers on a constant basis, and have a much better
sense 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.
We're straight with clients. We
tell them if their demo or game idea isn't what publishers
want. We also help them present their product in a way that
makes publishers more willing to invest in it.
There's an advantage for publishers,
as well. The responsibility for finding and signing development
teams generally falls upon producers. Now, as the name implies,
they are pretty busy doing their jobs - producing games -
and have limited time to search for and research the hundreds
of small developers out there. As a result, they can end up
relying on out-dated information about a development studio.
For example, a producer looking for a third-party developer
for a console project might pass over Developer X because
he remembers them as a PC or N64 developer, and not realize
they have since acquired the personnel and technology to create
games for next-generation platforms.
R.E.D., on the other hand, is
in continual contact with developers. Through our own efforts
and through information shared by Interact, we know who is
working at these studios and what their track records are;
we are informed about their bandwidth and technical capabilities.
That's a great asset for a publisher.
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.
HomeLAN - Right now, how
many clients do you have and what games are you pitching to
publishers?
Jeff Brunner - The number
fluctuates, but we are currently working with about 60 different
teams. Some of those are independent developers with a finished
or nearly finished game, for which we are seeking a publisher.
Most of our clients are game studios
who basically use us as their business development arm of
their company. In those cases, we don't so much pitch games,
as pitch a studio - its technology, track record, experience
and creative chemistry - to publishers as the right team to
develop a particular game property.
HomeLAN - How successful
has R.E.D. been in securing development deals for its clients?
Jeff Brunner - Very successful.
Our business primarily consists of helping studios find game
projects, and working with publishers to find the best teams
to develop their games. We very recently matched a client
with a large publisher and secured a deal for CodeFire Entertainment
that studio to develop an action-adventure game for the Xbox,
and have several other deals with significant development
budgets in the final stages of negotiation. We can't divulge
details right now, so I'd like to illustrate this part of
our business with a deal we put together last year for Studio
Gigante. Studio Gigante was founded by several very talented,
experienced developers such as John Tobias, who was a co-creator
of Mortal Kombat, one of the most successful franchises in
the video game industry. Following their formation of Studio
Gigante, R.E.D. (which at the time was still the Team Representation
Division of our sister company, Interact) signed a representation
agreement with them. Some time later, we were talking to a
major game publisher seeking a team to develop a new fighting
game for the Xbox. We knew Studio Gigante was available, and
their skills and track record made them a natural choice for
this project. We arranged meetings to discuss a deal, which
resulted in Studio Gigante winning a multi-million dollar
contract to develop this Xbox fighting game.
HomeLAN - What does a developer
have to do before it comes to your company to ask for representation?
Jeff Brunner - We like
to see a demo of their capabilities, either from work they've
done together or - if they are a start up company - work they've
done at another game maker. We need something that allows
us to evaluate their skills and experience and assess whether
they are a good match for what publishers are looking for
in development studios.
HomeLAN - Once they have
made their pitch to your company, what does R.E.D look for
in the game and the developer before deciding to represent
them?
Jeff Brunner - If it is
a developer with a finished game, we look at the demo to determine
if it is, first and foremost, fun to play.
If, as is more often the case,
a developer looking for a new game project, we evaluate their
skills, technology and track record in order to determine
if they have what the market is looking for. If they do, we
try to match them with projects we receive from publishers.
HomeLAN - Once you have
decided to represent a client, what do you do to work with
the developer to pitch their game to publishers?
Jeff Brunner - There are
several steps we take regardless of whether our client is
looking for a publisher for their game, for a game project
to develop. We make specific suggestions for changing their
demo (if necessary) based on the latest information about
what publishers are looking for. We prepare them for their
meeting with the publisher - go over likely questions and
coach them on their answers. We determine what their financial
and creative objectives are. All this can greatly improve
the likelihood of making a positive initial impression on
the publisher, and helps put a client in the first tier of
consideration for a project.
At the same time, we are busy
creating interest in the developer's game from publishers,
presenting them with information and reasons why the game
will be successful. Once a publisher expresses an interest,
we maintain contact with them in order to keep our client
on their mental front burner. That is a big part of it. The
key decision makers at game publishers are very busy folks,
and a significant part of securing a development - no matter
how good your game or demo is - is staying on their radar
screen.
HomeLAN - How do the publishers
feel about an agency pitching a game to their company, especially
since it's usually been the developer who talks with the publisher
directly?
Jeff Brunner - Attitudes
vary from publisher to publisher but our experience has been
positive. We cultivated our publisher relationships over the
course of eight years, and have established a pretty strong
level of credibility. We are not going to approach them with
a game unless we believe in the team behind it and think their
game it is something the publisher can make money on. The
same principle applies whether or not our client is pitching
a game. When a publisher comes to us and says, "We need a
studio to develop this racing game for PlayStation 2," we
don't come back to them with teams without the experience,
skills or technology to do the job. We don't want to waste
either the publisher's or our client's time, and they appreciate
that. At the very least, it's a free service that provides
publishers with wider access to talent than they would ordinarily
have.
HomeLAN - Do you see more
and more developers using agencies like yours to sell their
games to publishers and why?
Jeff Brunner - Yes, based
on our experience, I think that will be the case. Our company
started out as an experiment. Several years ago, when a developer
we knew had decided to start his own independent studio, our
sister company Interact contacted him about placing some developers
with his new company. He responded that what he really needed
were game development projects. Since we were well connected
to the producers at the game publishers, he asked us to find
projects for his studio. That was the start of what ultimately
become a separate company called R.E.D.
We think the development landscape
will increasingly be populated by independent developers,
who need business development assistance in order to maintain
a steady stream of projects in order to keep their studios
going. Remember, very few of these development studios have
a dedicated business development person. It's usually a case
of the CEO is also the lead programmer, and everyone is so
busy trying to make milestone and get the game out the door,
that before they know it they're two months away from finishing
the game but with no new projects in the pipeline. For a lot
of small developers, than one project can mean the difference
between meeting payroll and going out of business.
Finding that next project - and
talking to publishers looking for teams or original games
-- is what our company is doing every day. The information
we gather translates into work for our clients.
HomeLAN - Finally, what
trends in the few years does R.E.D see in the gaming industry,
both in games and in the business of games?
Jeff Brunner - We tend
to believe game budgets will continue to grow, while you'll
see continued consolidation of the number of companies, especially
on the publishing side. As the next generation console sales
increase and these new consoles continue to penetrate American
households, you'll see gaming become a stronger and stronger
presence in the living room as the entertainment focus of
the family.
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