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JANUARY 2008

DAM Speaks Out »
» Q&A: From Sony To Startup

Giving You The Business »
» Game Developers Expect Credit
Where Credit Is Due

More Giving You The Business »
» NBC Uni's Move Into Vid Game Ads
Augurs Trend

Events Calendar (Jan.-Sept. 2008) »

Trackmania Nations
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DAM Speakers
[Industry insight from journalist Paul “The Game Master” Hyman.]

Q&A: FROM SONY TO STARTUP

David Jaffe
David Jaffe, Eat Sleep Play's co-president and co-founder.
Best known for creating the "Twisted Metal" and "God Of War" series at Sony, David Jaffe is now co-founder and co-president at seven-month-old indie developer Eat Sleep Play. Why does anyone leave a cushy job after 14 years at Sony to become an indie? We took a few minutes to chat with David to get some answers.

DAM: David, talk to me a little bit about your pre-Eat Sleep Play years at Sony.

David Jaffe: Well, I was a Sony employee for 14 years, which was the first game job I ever had right out of college, and I worked my way up from tester to the creative director of Sony Santa Monica where I did a bunch of games, namely the "Twisted Metal" and "God Of War" series, and a few others. It was there that I had a good working relationship with Scott [Campbell, president and co-founder of Eat Sleep Play] who had started Incognito Studios and then ultimately sold it to Sony.

DAM: So when he sold Incognito to Sony, you decided to go with him? How did that work?

Jaffe: What happened was that he sold Incognito to Sony and became a Sony employee. Then, eventually, his contract as part of the buyout ended at around the time that I finished "God Of War." At that point, I said I've done all I'm going to do at Sony as an employee, he decided that he wanted to be independent again, and together we said that we'd worked together on and off for 13 years and it just seemed like a really good time to join up and start a company.

DAM: What is most surprising, I believe, is that both of you left really cushy jobs at Sony to go back to being a small developer. How do you explain that?

Jaffe: All I can say is that …

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Giving you the Business

[Industry insight from journalist Paul “The Game Master” Hyman. Reprinted with permission from “The Hollywood Reporter.”]

GAME DEVELOPERS EXPECT CREDIT WHERE CREDIT IS DUE

Manhunt 2
"Rockstar Games literally pretended that the studio that made 'Manhunt 2' never existed."
Imagine working on a blockbuster film for 2-1/2 years and then being left out of the movie's end credits. It's not likely to happen because union contracts dictate giving credit where credit is due.

Now imagine working on a hit video game for 2-1/2 years and no one -- not you, not anyone in your team of 55-plus developers -- appears in the credits.

Unfortunately, in an industry where this is not all that uncommon, where there are no unions, where there are few contracts, very little has been done to prevent it.

Until recently.

This coming February, at the Game Developers Conference in San Francisco, developers will be asked for their feedback on the beta version of a "Game Crediting Guide" developed by the International Game Developers Association (IGDA) and designed to give game makers "accurate, complete, and fair credits."

While no statistics exist that would quantify how frequently games go uncredited, or improperly credited, according to Jason Della Rocca, the IGDA's executive director, "anecdotally I can tell you that it happens all the time. One of the most extreme examples is what happened with 'Manhunt 2' where a publisher, Rockstar Games, literally pretended that the studio that made the game never existed. It's the perfect example for why this industry needs crediting standards."

Rockstar did not respond to multiple calls for comment.

Jurie Horneman was a producer at Rockstar Vienna (Austria), part of the team that reportedly created about two thirds of "Manhunt 2," a single-player survival-horror game released on Oct. 31 for the PlayStation 2, Wii, and PSP.

The following day, Horneman recalls that he was angry to find
that …

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Giving you the Business

[Industry insight from journalist Paul “The Game Master” Hyman. Reprinted with permission from “The Hollywood Reporter.”]

NBC UNI'S MOVE INTO VID GAME ADS AUGURS TREND

Trackmania Nations
NBC Universal has agreed to start selling ads into IGA's inventory of video games, including "Trackmania Nations."
When Microsoft bought the in-game advertising network Massive in 2006, it was said that the purchase validated the business of selling ads inside video games. But Microsoft was already in the games business, of course, and knew full well the value of in-game ads.

What is far more stunning is that this last summer the venerable NBC Universal invested in Massive's competitor, IGA Worldwide, and it has just agreed to start selling ads into IGA's inventory of video games. That makes NBC Uni the first non-gaming media giant to join the fledgling in-game ad business. But it certainly won't be the last, say industry observers.

"This is definitely important for the in-game ad industry," says Michael Cai, director of broadband and gaming at Dallas-based research firm Parks Associates. "At least the major guys are now paying attention and are taking some action instead of just going to conferences."

While only about $54 million was spent on ads (both static and dynamic) within PC, console, and mobile games in 2006, that rose by 66% to $90 million in 2007 and will climb to $150 million in 2008. Within five years, it is expected to top $804 million, according to Parks Associates data.

In July, General Electric/NBC Uni's investment fund, Peacock Equity, was the lead investor, enabling IGA to raise $25 million in Series B funding. Last month, NBC Uni's digital media division signed a pact allowing the NBC sales team to sell ads into IGA's inventory of retail PC and console games, currently numbering 50 but expected to reach 200 within the next two years.

"What we've done is …

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Event Calendar

January 17-19, 2008
Toronto Independent Games Conference
Toronto, Canada
www.torontoigc.com/

January 23-24, 2008
Mobile Games Forum 2008
London, UK
www.mobilegamesforum.co.uk/event_view_link.asp?eid=19

February 6-8, 2008
D.I.C.E. Summit 2008
Las Vegas, Nevada
www.dicesummit.org/

February 18-22, 2008
GDC 2008
San Francisco, California
www.gdconf.com/

Digital Artist Management
DAM at GDC ‘08!
Come visit our exhibit at Career Pavilion booth #722.
www.gdconf.com/

March 29-30, 2008
Indie MMO Game Developers Conference
Minneapolis, Minnesota
www.imgdc.com/

May 13-15, 2008
Online Game Development Conference 2008
Seattle, Washington
www.ogdc2008.com/

July 30-August 2, 2008
12th International Conference on Computer Games: AI, Animation, Mobile, Educational & Serious Games
Louisville, Kentucky
www.cgamesusa.com/

September 5-7, 2008
GDC Austin
Austin, Texas
www.austingdc.net/

 
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