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The Art Of The RFP

Everyone loves original IP, but let's face the facts. We live in an industry where publisher-controlled and -licensed intellectual properties comprise the bulk of available work. So if you aren't out there hustling opportunities to bid on these requests for proposal, you are not maximizing the value of your studio.
To keep yourself in contention for these opportunities, you must maintain presence of mind with potential publishing partners. Presence of mind comes from physical presence -- that means being at the shows, pressing the flesh, and keeping your talents uppermost in the minds of the buyers -- but also from a strong virtual presence. E-mail may or may not be enough; you have to know the person and their preferences. Reaching out by phone periodically is good; it's more personal, provided you don't waste the buyer's time in the process. You don't have to dive right to the point when you first get the person on the phone, but if you haven't gotten to that point after a couple of minutes of pleasantries, you may be crossing a line. Again, it depends on how well you have developed your relationship with this buyer.
And what is your point? "Do you have any current projects you might need support on, anything that suits our skill set for which we might submit a proposal?" If the answer is "no," then thank them for their time and ask them when would be a good time to check back. Whatever they tell you, put it in your Outlook calendar reminders right then. Don't trust yourself to remember, or them either. This way, you will be able to remind them at the appropriate time that they invited the followup. Do this correctly and respectfully a few times and buyers psychologically begin feeling an obligation to find you a project to bid on. You still have to win the business, but your chances of being included in the bidding process are increased.
OK, so now you have an RFP and a deadline for responding to it. What are some of the things you can do to make your proposal stand out from those of your competitors? First, to get off on the right footing, make sure you …
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Location: Minsk, Belarus-based with offices in Glasgow, Scotland and British Columbia.
Focus: Multi-platform racing games and ports to PC, mobile, and various consoles.
Facts: Created such titles as Master Rallye, Rocky, Corvette, and Ultimate Baja Madness.
If you plan to be at GDC, you'll want to drop by the Steel Monkeys booth where Tim Dvoskin will be giving folks a first peek at the demo of "2 Days To Vegas."
"It's our most ambitious project to date," says the company's CEO and game director for 'Vegas,' a story-driven, third-person, action-adventure. "Our thrill-a-minute story is crammed full with car chases, shootouts, and unexpected twists, all designed to keep you on the edge of your seat throughout the entire game," he adds. "Players will enjoy the satisfaction of having the freedom of choice usually associated with sandbox games, coupled with a feeling of achievement as the game's progression is mission-based."
The developer, which first opened its doors in the UK 10 years ago, was named after the Native American workers who built the first skyscrapers in the U.S. They worked without the security of safety lines because they had no fear of heights. The name symbolizes Steel Monkeys' aspirations to go to extremes to deliver the technologically advanced titles demanded by today's gaming hardware.
Indeed, Steel Monkeys' team of 70-plus developers is proud to say that it has achieved Nintendo Wii developer status enabling it to now support games developed for the entire range of next-generation consoles -- PlayStation 3, Xbox 360, and now Wii.
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Glyphic's “MarkerMan!” demo now available.
“MarkerMan!” You've never heard of “MarkerMan!”? It's only the most innovative game around ... a single-player game of unique physics-based puzzles involving the lovable stick figure, MarkerMan!, who is smack in the middle of a quest to return home. Your job is to guide MarkerMan! through hundreds of puzzles with only your stylus and a renewable supply of ink by drawing free-form shapes to create simple machines which can be used to push, prod, and propel our hero through some of the most devious puzzles ever faced by a stick-man. Sound intriguing? You betcha! And now you can learn more about the game or see the brand new video demo.
Numix signs with FOG Studios.
Numix Entertainment, the online sports game developer, has signed with FOG Studios after closing the beta test for its flagship game, “Slapshot Underground,” a stylish action sports title. The game won the Grand Prize in a “Support for Creating Best Games Competition” in a contest organized by the Korea Game Industry Agency in May. Interested parties can request an online play account by contacting Adam Spencer.
“Bubbins” going gold.
"Bubbins," the highly anticipated action arcade title from Nordic game developer Skalden Studios, is on track to be available for full distribution this month. FOG Studios exclusively represents Skalden and is seeking digital distribution and co-promotional partners for “Bubbins,” as well as licensees or publishing partners for Nintendo DS, Wii, XBLA, PSN, and mobile versions of Bubbins. For immediate assistance, contact Adam Spencer.
Infinite’s “Puzzle Quest” wins D.I.C.E. prize.
Infinite Interactive's 2007 critically acclaimed “Puzzle Quest: Challenge Of The Warlords” for Xbox LIVE Arcade was the recipient of the “Best Downloadable Game” at the 11th annual Interactive Achievement Awards. The award, voted on by industry peers, was presented on Feb. 7 at the D.I.C.E. summit organized by the Academy of Interactive Arts & Sciences in Las Vegas. Read the complete story. For immediate assistance, contact Adam Spencer.
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Ping us by clicking on the appropriate link. We are currently looking for the following:
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FOG Studios, the leading agency for interactive rights since 1979, helps:
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Independent developers find publishing partners and other avenues to market. |
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IP owners maximize their return when licensing in the interactive marketplace. |
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Publishers develop relationships with world-class brands and top developers. |
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A Friend Of FOG
If you enjoy the FOG/Log, you should know that the folks who create it and make sure it's delivered on-time each month are the same folks who build monthly e-newsletters for GameTap and Digital Artist Management and others. They are OpenMoves/Games! and they are the best at what they do.
If you want to stay in touch with your clients, if you've tried to put out your own monthly e-newsletter and failed because your core strengths lie elsewhere, talk to OpenMoves/Games!. That's what we did … and that's why they are a Friend of FOG. |
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