|
Today Stomped chats with Jeff Brunner,
co-founder and partner in R.E.D. - Representing Entertainers
& Developers. Representing Entertainers & Developers is a
company founded to assist independent game development companies
in securing video game development agreements. In this interview
Jeff Brunner talks about the company, securing licensing agreements,
how they will work to help find 4D Rulers a publisher for
Gore, and much more
Stomped: For our readers who are
unfamiliar with "Representing Entertainers & Developers",
can you tell us a bit about the background and history of
the company?
Jeff Brunner: R.E.D. originally
started life as the team representation division of Interact,
which itself evolved from long-term relationships that we,
as recruiters, had built up since starting the company in
1993. Relationships with project leads, lead programmers,
talented designers, artists and producers - the key people
working on game projects. We found 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. This made sense, since as recruiters,
we had placed many of the producers and executive producers
at publishers that were making the key decisions on which
developers would be getting what projects. They knew from
working with us that we had a great access to key decision-makers
who could award them projects. We made some introductions
that led to development deals, which caused us to believe
there was a market for an interactive talent company to leverage
existing relationships to match developers to project opportunities,
and more access to the best talent for publishers. That was
the basis for forming 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. Rapidly expanding opportunities in the industry and
the growing success of the team representation division led
us to spin it out into a separate company called R.E.D., which
stands for Representing Entertainers & Developers. A spin
out also made sense in terms of keeping the strong Interact
brand name associated with recruiting "individual" developers.
Stomped: Presently, how many development
teams are you representing?
Jeff Brunner: We have about 20
teams that we are currently doing work for, and another 50
teams that we keep on our radar.
Stomped: The website mentions that
R.E.D. owns and has the right to market the license to a number
of properties. Can you tell us more about what this includes?
Jeff Brunner: We have in the
past, and are currently, shopping licenses from television,
film, comic books and toys. This is a part of our business
that we see as a value add to our clients. If we have a strong
license that a publisher wants, we are able to use that leverage
by packaging one of our teams with the license.
Stomped: How difficult is the typical
process of securing an existing property license? Is it hard
to get rights to use these existing product/name licenses?
Jeff Brunner: For the most part,
we are working with licensors who need an avenue to take their
properties into the interactive space. Thus, we are generally
not securing the license itself, but rather the right to shop
that license.
Stomped: Let's say that myself and
four others have spent twelve months holed up in a basement
and when we came out we had an excellent working demo of a
game, a full view of what the entire game would be and all
the rest. As a developer without a name, would R.E.D. be able
to help us?
Jeff Brunner: With an "excellent
working demo," absolutely. Producing an impressive demo is
the single most important factor in grabbing a publisher's
interest. That gives your team a big advantage right out of
the box. Some game budgets are starting to rival those of
films, thus publishers have to take bigger and bigger financial
risks in developing titles. Because of this, if your team
has not developed similar titles in the past, publishers almost
always need to see a demo to prove to them that your team
can do what you say it can do.
Stomped: Do you also provide services
to individual developers looking for job placement, so to
speak?
Jeff Brunner: 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, and
producers.
Stomped: Obviously you are a business.
As such, how do you guys make money? Is it through a royalty
system?
Jeff Brunner: Our revenues are
contingent on us finding our clients work. When we do, or
fees are normally a function of the development budget.
Stomped: One of the most recent press
releases to come from R.E.D. stated that you will be representing
4D Rulers to help secure a publisher for their FPS title,
Gore. Using 4DRulers as an example, what are some of
the things R.E.D. will do to assist them?
Jeff Brunner: 4D Rulers is a
unique example, because for them, we are shopping a nearly
completed title, Gore. Nevertheless, we started our
relationship with 4D Rulers by evaluating their game, making
suggestions and preparing them to answer the questions that
publishers would ask. We reviewed their design documents and
attempted to make constructive recommendations where possible.
Currently, we are showing the demo to a handful of publishers
in an effort to gain interest for the title. When a publisher
has agreed to publish the title, we will then negotiate the
best terms possible for 4D Rulers.
Stomped: Can you tell us details
about a R.E.D. success story?
Jeff Brunner: A good one to share
is Studio Gigante. Studio Gigante was founded by several extremely
talented and accomplished developers including John Tobias,
who was a 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. (then still the Team Representation
Division of Interact) reached a representation agreement with
them. At a later date, we came into contact with a major game
publisher that was looking for a team to develop a new fighting
game for Microsoft's Xbox console. We knew Studio Gigante
was available, and their track record and capabilities made
them an excellent match for this project. We put together
some meetings to discuss a deal, and ultimately Studio Gigante
was awarded a multi-million dollar contract to develop this
Xbox fighting game.
Stomped: Getting into the gaming
biz for new developer start-ups can be quite a daunting task.
Do you have any advice to offer to aspiring developers?
Jeff Brunner: Probably most
important is having a demo that showcases the team's technology
and capabilities. It's really critical. A great track record
of creating and shipping successful games at past employers
is very helpful as evidence of talent, as is assembling a
team chocked-full of talented and experienced developers.
But the demo is even more important, because publishers want
to see what the team can do now. It's also very important
that developers understand that they are running a business
now, which is a difficult task in any line of work. Hiring
a senior executive to take care of business operations and
keep the production schedule on track will immediately pay
dividends, because it will allow for the development team
to focus on creating an awesome game. This also inspires confidence
in publishers who are considering awarding a project because
it reassures them that the team won't miss milestones because
key members are spending valuable time processing payroll
and paying bills. New developers should also consider professional
representation, for reasons I mentioned above. If your new
studio is to prosper and grow, you need to know which publishers
have projects that need development teams. Such information
is critical to ensuring a steady flow of work and revenue.
This is the information that R.E.D. is able to provide. Additionally,
an agent is going to be more experienced at negotiating development
deals. Most independent studios may lack negotiating experience,
as they are likely only negotiating one or two deals per year.
R.E.D., for example, works on several deals each year, and
thus we likely have a much better idea of what the market
will bear. Because of this, we are able to get a developer
the budget that they deserve.
|