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THE 7 DEADLY SINS OF GAME DEVELOPMENT
Did you know that, of all the game development companies that have failed over the years, 69% have died from self-inflicted wounds? Also, that 13% of all statistics you read are completely fabricated?
Okay, so I made that up. But I actually wouldn't be surprised if the number of developers who failed due to their own mistakes far outweighed those who ended up victims of circumstances beyond their control. Further, when teams fail, the failures are not isolated events; they send ripples through the Business Space Continuum that end up impacting us all in ways that are not always obvious -- from the evolution of more onerous contract language to the need for companies to put themselves at risk to salvage a bad position created by someone else.
Some of the mistakes I will focus on this month should seem glaringly obvious and avoidable to experienced developers and business development professionals. But how often have we also seen expedience overcome experience? No one has immunity, so let's examine some of these wounds together in the hopes that more of us will avoid them …
- The Thief. When is the last time you audited your machines for unlicensed software? The question presumes the innocence, or at least ignorance of management when raids occur, and once in a great while that may be true. Most of the time though, everyone in the company is complicit in the use of the unlicensed software.
I have heard every excuse in the book when folks get busted, from “XYZ should charge us less based on where we are located because everything is cheaper here than in the West” and “everyone does it so why are you persecuting us” to “we wouldn't be in business if we didn't do this.” Now these same folks would scream bloody murder if their game was pirated and they got virtually nothing for their work.
Folks, we work in an intellectual property industry; certain things are required as part of the price of admission. And those who don't follow these ethical and business imperatives are not only unfairly competing with those who do, they are also placing their companies and all of their customers at risk. When raids occur, assets on projects in development are seized, as are the hardware and other means of getting those projects back on track. Publishers miss dates, lose marketing dollars and potential revenues, and other innocent developers are often called into a fire drill to clean up the mess. This one is avoidable at the macro level. Listen up publishers and developers …
Click here to read the full article
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Archive of previous columns »
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Location: London, Ontario, Canada
Focus: Videogame developer
Facts: Creates mobile, console, and casual games; biggest hit is “Home Sweet Home”
Big Blue Bubble is the chameleon of the videogames industry. Just 4-1/2 years old, it has changed its look and feel several times already as it demonstrates its flexibility while following the market trends.
Originally a mobile game developer, in 2005 the Ontario-based studio added a second division -- to produce console games. But that didn’t slow mobile game production. Indeed, CEO Damir Slogar claims that, at one point in 2007, his company was the largest indie mobile game developer in the world, having created 30 high-profile titles in that category. Then, last year, as interest in casual games took off, Slogar opened a casual games division which now represents about 30% of the company’s business.
The casual games division’s biggest hit so far was its third title, original IP called “Home Sweet Home” for the PC, which has garnered over five million downloads to-date (and it will launch on WiiWare next week). Then, this month, in an explosion of creativity, Big Blue Bubble unveils its sequel -- “Home Sweet Home 2: Kitchen & Baths” for PC -- along with two other new titles: “Samba De Amigo” (for mobile) and “Army Men Soldiers Of Misfortune” (for Nintendo DS, Wii, and PlayStation 2). In October, it also intends to take the lid off of “Hockey Allstar Shootout” for Wiiware.
While the company is steering away from hardcore games, there is one exception -- an RPG that Slogar expects will be “the best-looking 3-D game ever for the Nintendo DS. It will run at 60 frames-per-second and it features dynamic lighting and hi-res textures.” Unfortunately, he says, licensing restrictions prohibit him from naming it or describing it further.
As for the future, what Slogar can say is that his team of 50 designers intends to release six or seven games a year, with about half being original IP.
“We’re looking to publish more games on our own through digital distribution rather than using a 3rd-party publisher, specifically when we’re talking about our own IP,” he notes. “Do I see that as a strategy for success? Well, Big Blue Bubble has been growing at a rate of 80% a year in terms of staffing and revenue, and I certainly believe that will continue.”
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Dreamers Creative Workshop Closing Malaysian Studio.
Hong Kong-based developer Dreamers Creative Workshop Limited (DCWL) will be closing its outsourcing studio in Malaysia, according to CEO Kenny Lai. He quotes competitive pressures for finding good talent and a rising wage base due to several major publishers setting up operations in the area as the main reasons his company will no longer be able to take on art and animation outsourcing. “There really isn't enough margin left in this region as a small developer attempting to use pricing strategies for competitive advantage,” notes Lai. The company plans to continue to offer original IP full game development proposals to publishers via FOG Studios, DCWL's exclusive representatives.
Activision Releases “Marvel Ultimate Alliance 2: Fusion” Trailer.
Scheduled to be released in 2009, “Marvel Ultimate Alliance 2: Fusion” -- which is the sequel to the 2006 game “Marvel: Ultimate Alliance” -- is starting off with a bang. The trailer, just released by Activision Interactive, can be seen here.
Blue Omega, Codemasters Unveil “Damnation” Trailer.
"Damnation," a shooter gone vertical featuring fast-paced, frenetic combat coupled with unique naviation, is poised for a year-end release from Blue Omega and Codemasters. But, in the meantime, check out the debut trailer here.
Wham-O® Names Winner Of 60th Kid Inventor Contest.
Imagine a game that tests players' skills and aim by catapulting balls from a specially designed launcher. Indeed, the brand new game -- “Bam!” -- is the brainchild of 9-year-old inventor John R. Bisbol III of East Northport, NY, who won $2,000 for his winning concept in Wham-O's 60th Anniversary Kid Inventor Contest. In addition, “Bam!” will be reviewed for possible inclusion in Wham-O's 2010 toy line-up. If it makes it, John will receive a portion of the profits from the manufacturing and distribution of his toy. When asked what inspired him to create his invention, John answered: “I don’t know. It just came to my head ...” Click here for the full story.
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Carl C. Norman, an executive producer/program manager for combat air and vehicle simulations at Total Immersion Software: “The two most important things to remember are leadership and management -- you lead people … and you manage paperclips.”
LISTEN to the interview. |
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SIGN UP NOW and be informed about our new project -- Mr. FOGs!
Mr. FOGs provides the first global online marketplace for the game industry which combines business networking, a bidding platform for projects, job postings, the opportunity to exhibit your project opportunities in a showroom, and a wealth of other functionalities requested by game developers, publishers, and other professionals worldwide. We are launching in the Fall of 2008. |
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Ping us by clicking on the
appropriate link. We are currently
looking for the following:
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Wanted: Beta testers for Mr. FOGs, the elite marketplace info for insiders.
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Wanted: Pre-registrations for getin2games.com, connecting university and grad students from around the world.
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Wanted: Game property merchandising rights.
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Wanted: MMO developers seeking projects.
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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
The Animation and Electronic Game Design programs at New Brunswick Community College's Miramichi Campus have been developing students for over 12 years now. The team of qualified instructors at NBCC Miramichi come from industry areas including renowned studios, such as Disney. Within its Electronic Game Design programs, students can opt for 3-D technical animation, level design, or programming, learning how to design, script, and develop electronic games. The school's animation students concentrate on acquiring strong traditional drawing skills before moving on to technology.
Graduates of NBCC Miramichi have gone on to work at such companies as Ubisoft, EA Games, HB Studios, FatKat Animation, Copernicus, and Canada's Department of National Defence. And, for that reason, NBCC Miramichi is now a Friend of FOG.
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Infinite Interactive |
Unannounced title for PC/DS/PSP/PSN/XBLA |
Publisher TBA |
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Nibris |
Unannounced title for Nintendo DS and PSP |
Slitherine |
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Nibris |
Unannounced title for Nintendo DS and Wii |
Zoo Digital |
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Skalden |
Electronic distribution of Bubbins |
Buka |
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Matahari Studios |
Art and animation project |
AiGameDev.com |
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For more information on a specific
opportunity, click on the
appropriate link: |
| Mastiff Games |
Moon for Nintendo DS; European distribution rights available. |
| Mastiff Games |
Deer Drive for Nintendo Wii; European distribution rights available. |
| Glyphic |
Markerman for Nintendo DS; Asian distribution rights available. |
| Steel Monkeys |
2 Days to Vegas for PC, PS3, Xbox 360. |
| Nibris |
Last Flight for Wii. |
| Santa Cruz Games |
Blue Baron for Wii (supports balance board). |
| Santa Cruz Games |
Sea Sharks for Wii (supports balance board). |
This is not a complete listing of the
opportunities available through FOG
Studios. To request more information on
any of the featured opportunities,
discuss other opportunities exclusively
represented by FOG Studios, or to
determine the availability of any of
our Developer or Service Provider
Clients for your upcoming projects,
please
click here.
Portions of the FOG/Log may be reprinted or otherwise freely distributed with proper attribution. If you would like to request these permissions, please click here.
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