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Today, game development "in-house" at
a publisher has become the exception, not the norm; by most
industry estimates, more than half of the titles published
in 2000 (for all gaming platforms) we're "third-party" projects,
created far beyond the walls of the company that funded, marketed,
and distributed them.
As Dan Morris discussed in March 2001's
Extended Play column, the spread of powerful, affordable development
tools, coupled with the networking freedom of the Internet,
has spawned a host of talented lone-wolf gamesmiths who have
largely replaced the old company-nurtured project teams. The
best of these enfants terrible boast highly marketable skills
and fresh, creative ideas for and about games. But, as Sturgeon's
Law reminds us, "Ninety percent of everything is crap." So,
as Morris succinctly put it, " What's needed now is an effective
way for publishers and large development houses to locate
and identify amateurs with the potential to be big players…or
better yet, to find crews that are ready to get the job done
right now."
Just after that issue went to print,
we learned about an ambitious new outfit that seeks to do
just that. The company's name is R.E.D. (Representing Entertainers
and Developers), and while the trademark may be new, the roots
of the enterprise are surprisingly deep. The gentlemen who
founded it - Paul Cunningham, together with his partner Jeff
Brunner - are seasoned veterans when it comes to gaming.
Eight years ago, Paul was a recruiter
for a headhunting firm that placed programmers with mainstream
software giants such as Microsoft and Oracle. A passionate
cross-platform gamer, Paul approached his bosses with a proposal
for extending their activity to include videogame programmers.
"They just weren't interested-they couldn't see any profit
in that area." So in May 1993, Paul started a company called
Interact, which specialized in placing game programmers, artists,
animators, and designers.
Soon, Interact was handling teams as
well as individuals. "Someone would call and say: "I've got
three or four really good guys, we've already shipped a few
successful games, and we want to form our own company. You
guys already have the contacts and relationships, so could
you act as our agents and introduce us to people who have
projects and are looking for third-party developers?" "Okay,"
we'd say. "Get your resumes together and we'll make some calls,
set up some meetings, and see if some companies want to fund
a very talented core team."
Initially, Interact did such matchmaking
on an experimental basis. Pretty soon, though, Cunningham
had brokered enough successful matches to warrant dedicating
a separate division to creative-team deals. This "Team Representation
Division" of Interact eventually spun off to become R.E.D.
Instead of bouncing from gig to gig,
R.E.D.'s develop clients receive guidance through the rigors
of setting up long-range business-growth plans and strategies,
so they can follow up on an isolated success or two with a
growing portfolio of successful, fulfilling projects.
It works like this: Let's say that R.E.D.
happens to know about four very talented developers who've
done great previous work on a racing game, but who are poised
to take a job with a company that doesn't even do racing games
- just to keep bread on the table, or because somebody's brother-in-law
asked them onboard. R.E.D. might know about another company
that wants to do a racing game, or that might want to in the
near future if they had access to the right talent. At this
point, the stars come into alignment and R.E.D. takes action
to bring the two parties - who otherwise wouldn't know about
each other - into a mutually happy union. Ideally, this arrangement
gives R.E.D.'s publishing connections more and better choices,
and steers its developer clients toward jobs that are more
rewarding to them, personally and financially. "We organize
the talent to match the project," says Cunningham, "when both
parties are ready."
"Say we know that an ace programmer
- somebody who's coded a couple of best-selling roleplaying
games - is going to be available at the same time as a terrific
team of artist/animators and a guy with great chops as a level-designer
or world-builder. And they're all big fans of the Gibbering
Ghoul movies. We can take that package to the studio that
owns the rights to those films and say: "These guys are committed
to making a great game based on your property. Here are their
credentials, and we can vouch for their track record. Are
you interested in funding such a project?"
As a matter of fact, R.E.D. recently
pulled off just such a coup by matching Heavy Iron Studios
with THQ to develop games based on THQ's license for the wildly
popular cult-classic Evil Dead films.
"Super agents" probably will have a
significant role to play in the foreseeable future. But for
some small and well-established companies, the whole concept-for
the moment, at least-is moot. We talked to people in several
such companies, and the president of one of them (who chose
to remain anonymous) summed up their attitude thusly: "We
already have plenty of good personal contacts through out
the industry. If an agent comes to me and says, 'We have up-to-date
files on 700 people and companies,' I would have to reply,
'That's fine, but based on our experience, only 10 percent
of them would even be interested in the kind of games we make
- and I already know who they are."
Still, new developers just getting off
the ground may find R.E.D. very appealing, especially if they've
yet to make contacts of their own. And the cost of R.E.D.'s
representation? A very reasonable 10 percent. Everybody, at
every level of each deal package - on both sides of the often-contentious
developer/publisher relationship - enjoys more and better
options, greater personal satisfaction, and improved financial
prospects. At least, that's the theory. And in truth, it's
a system that has worked well, more often than not, for authors,
performers and sports celebrities. Why shouldn't it work just
as well in the gaming industry?
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