July 2002

A Chat with BigSky Interactive

GIGnews recruited Melanie Cambron, known by most in the industry as The Game Recruiting Goddess, to use her skills for the good of gamekind and recruit some of the big names in the industry to give us all valuable insight into what they do and how they do it.

In this interview, Melanie chats up game developers BigSky Interactive, including Co-Founders, Art Studio Director, Matt Scibilia, and Producer Billy Cain. While perhaps a new game developer name, the people behind BigSky have held senior positions on some of the biggest and best-known titles in the industry. The 80+ titles they have collectively shipped cross many genres and media platforms.

But the real story of BigSky is one of inspiration and dogged determination. Overcoming admittedly daunting odds, Austin-based BigSky rose from the ashes of Kalisto’s bankruptcy and, in the face of stiff competition, succeeded in landing one of the most popular licenses today.

Not only are they a genuine success story, they’re also snappy dressers, and some of the nicest guys around.

MC: First, let me just say, you guys easily took best-dressed honors at this year's E3. The BigSky shirts looked great and really stood out from the crowd. Many game publishers, like Blizzard and EA, obviously put a great deal of effort behind corporate branding. Many game developers, on the other hand, don't seem to make quite the same effort to "brand" their companies. When I saw BigSky in their yellow button downs monogrammed with BigSky logo, my first thought was "now, there's some effective branding". Do you think that creating a corporate "brand" is important for game developers? And why don't more developers seem to be trying to do that?

BSI/Matt: Actually, Billy was the man with the plan for our shirts. The rest of us concentrated on reinforcing the brand identity in our logo designs, brochures, demo presentations and signage. We have several of our senior staff members from the marketing and advertising industries, before games, and we understand the importance of presenting the most cohesive image possible. This image conveys not only the professionalism of our organization, but enables the client base to recognize our company and our products, especially in light of the multitude of competitors out there. The image branding is extremely important to our group for these reasons, but I can understand why many small groups have not been able to make it a priority, the time and effort it takes to develop and refine the company image takes away directly from actual product development. Without product, the image is hollow.

BSI/Billy: To be honest, my goal was to reinforce the fact that anyone that deals with us is dealing with a professional group of developers. Presenting a ‘complete image,’ from logo design to professional attire (at the appropriate time) shows our clients that they can trust us to handle their projects.

MC: The birth of BigSky is something of a phoenix from ashes story. Can you share the history of BigSky from Daylight to Kalisto to today and your respective positions in the companies?

BSI/Matt: Daylight began with three industry veterans: Mark Day, Anthony Morone and David Nielsen, with the early days operating from their homes. I joined them after the first couple of years as an art contractor, and then we began the process of building our first team in our Austin studio. Over the next couple of years many changes occurred. We went from 4 to almost 40 employees; we were purchased by Kalisto Entertainment; we expanded our California studio; we brought on Billy Cain as Producer, Stretch Williams as Austin Studio Manager, and Dave Downing as Producer; we worked on two high-profile titles on PS2 and GameCube; Kalisto suffered a bankruptcy; we kept chugging along with self-sustaining cash flow from our contracts and opted for our freedom again, forming BigSky Interactive. The five founding members are Anthony Morone, Matt Scibilia, Billy Cain, Dave Downing and Stretch Williams. We also have two of the finest development teams in the industry, with many 8+ year veterans, and several 13+ year senior staff members.

BSI/Billy: I joined the company last year (2001) just before the contract for SpongeBob Squarepants (Playstation 2 and GameCube) was signed, so my version can only support Matt’s from the perspective of Kalisto to BigSky Interactive. Since the bankruptcy of Kalisto, we have been working diligently to keep everyone together and focused upon the future of BigSky Interactive. My role as Producer is to both keep the team on track and healthy as well as act as liaison between BigSky and THQ, the publisher of SpongeBob.

MC: A recent issue of a UK game dev magazine had as its cover story "Who Wants to be a Millionaire: How to sell your development studio". Many game developers view acquisition by a large corporation as hitting the lotto -- stock options, new machines, paid GDC and E3 registration -- others view it as time to put the ol’ resume together. What was your initial reaction to learning about the acquisition of Daylight by Kalisto?

BSI/Matt: We had an ongoing relationship with Kalisto for a couple of years before the acquisition. A sort of strategic partnership, as Kalisto wanted to work with a seasoned dev team here in the States, assisting them in getting recognition in our markets, and also to work with the technologies they were generating in France. Rather than looking at the acquisition as a payday, we saw it as a natural progression of our professional relationship with Kalisto/France.

BSI/Billy: From what I know of the employees at the studio, it was seen as a good thing, especially since they were going to help us by funding a new office in California, and by providing additional technology for our games, if we needed it.

MC: As many know, Kalisto is currently in bankruptcy. What was your initial reaction to hearing that bit of news? And, then, what specific factors helped make the decision to continue developing? The way I heard the story – and this could be the next great game industry legend -- is that when Kalisto filed for bankruptcy you guys just decided to keep working on the games. You had already so much done, that you just refused to just walk away. Why did you do it?

BSI/Matt: We could say that Kalisto/Austin had a certain autonomy from the beginning under the Kalisto name. We were essentially Daylight Productions, DBA KalistoUSA. Our accounts and contracts were completely separate from the French office, and, more importantly, our cash flow was also completely separate. Within the year of the Kalisto purchase of Daylight, the Austin office was entirely self-sufficient. Our relationships with our clients, all billables and payables, accounts and staffing, were controlled from the Austin offices. We were the ones obligated to complete our contracts in good faith for our clients, no matter what the current state of affairs in France. Taking this responsibility seriously, weathering the resultant difficulties and seeing these projects through were conscious decisions on the part of every team member at BigSky Interactive. We take our reputation and track record very seriously, and will do all that is possible to deliver on our promises to our clients.

BSI/Billy: It was very sad to hear the news. Nicolas (the president of Kalisto) was trying everything he could to keep the company afloat, and I mean everything. All the employees of Kalisto France had to go through that nightmare. That sucked.

The bottom line as to why we wanted to continue developing our games is that we want to stick together. We have an awesome group of talented people here that deserve to finish these games!! After all, it was the team’s idea to go after SpongeBob, and their extra effort paid off by convincing THQ and Nickelodeon that we ‘understood’ the license, so to just drop the games and walk away would just be too much heartbreak.

It also helped that THQ wanted the games so much that they were willing to be understanding of our situation during this time. Truly, having a publisher that is that cool made that jump a little easier to do.

MC: When you made the decision to keep it going, what were your first steps? Were you at the local Circuit City buying computers? How did you logistically and practically speaking set up shop, or in this case, changing shopkeepers?

BSI/Matt: While not going into details, this studio has some extremely talented senior managers who have kept cool heads through the many chaotic transitions that have transpired over the company’s history, from Daylight to BigSky. If you had been watching from the outside you would not have noticed a glitch in production. We maintained our assets, contracts, accounts and staff through all transitions, with little distraction.

BSI/Billy: To be honest, the worst part of the changeover was dealing with all of the details (the same ones that Matt just said he wouldn’t go into). New bank accounts, dealing with the French government over the bankruptcy (oy!), and lots of dealings with our legal staff to make sure that our "i"s were dotted and our "t"s were crossed. It made it a lot easier on all of us because we have a great support staff that was 100% focused on getting us up and running! We were able to keep our focus on making the games and they would tell us what hurdle was coming up next. But as far as the teams are concerned, we have tried to make it as seamless as possible.

MC: I want to talk a bit about the SpongeBob Squarepants license. Against significant odds and in the face of stiff competition you guys managed to land this license. How did you do it? And, for the benefit of other developers, can you explain a bit about how the licensing process works?

BSI/Matt: When we were working on the Jimmy Neutron games for Mattel, then THQ, word got back to us through the grapevine, that THQ was looking for a team to do SpongeBob. The lights went on in our minds and hearts!! We can do this! We want to do this! A handful of people, mostly artists, took the technology that we had been working on and created a full, working level of SpongeBob in two weeks, with gameplay platforms, animations, collection of items and a working HUD! One artist, Damon Shelton, generated 11 character models in three days!! Janet Oh, created the environment, and Tony Salvaggio animated SpongeBob. Fred Mizac, Lead Programmer on Jimmy Neutron, coded our demo. We also had a solid game design doc and project plan generated as support for the game assets.

While the competition may have had a design doc or some models, maybe some superior to our quick work versions, we had a full, playable demo working on the target platform in the form of a PS2 disc!! We proved we had the talent, vision and technology to realize the client’s franchise. Although this put us on the list of potential developers of SpongeBob, it was through extensive negotiations and immediate responsiveness to the client’s revisions that eventually won the contract for our team.

Working on established, licensed content is the foundation of our business at BigSky Interactive. Being able to tie in with either a movie or television franchise is extremely powerful, in that the marketing presentation for larger licenses ensures the viability of good product in that the money is spent to get the product in front of its target audience, maximizing its sales potential. Most of the successful titles in our industry fall into this category. However, this doesn’t preclude the creation of new IPs (intellectual properties) for our company, just that we will make sure we have the ability to complete our core business as a foundation for new development.

BSI/Billy: Well, unfortunately I had no part in landing this deal, so I will let Matt tell the story. But the real heart of the truth is that it was because the team loved SpongeBob, and they wanted it so badly. They made a demo using the other team’s (Jimmy’s) engine and showed up at CGDC 2001 and knocked everyone at THQ out!

MC: What can you tell us about the game and other BigSky projects?

BSI/Matt: I’ll let Billy describe the SpongeBob product. Other than the Jimmy Neutron and SpongeBob games, we are developing a new, internal IP called Terminal Code for the Xbox and PS2 consoles. Terminal Code is a single-player action/adventure game (like Resident Evil) in which a scientist battles cyber-terrorists within the Codescape (like The Matrix) in order to rescue dignitaries who can avert a World War. The player-character uses stolen time slices to effect changes in the world, altering level geometry, unlocking items and causing enemies to de-rez (perish). These original yet familiar elements have never appeared in this genre before, and provide players with a fresh experience beyond a typical "kill the zombie" premise.

We are also developing several other internal titles, while pitching licensed titles for many of the major name publishers in the industry. Obviously, our NDAs (non-disclosure agreements) with these potential partners prevent us from discussing these projects further at this time. But keep an eye out for news on our website, www.bigskyinteractive.com.

BSI/Billy: You play SpongeBob, who wakes up one "normal" day to play catch with Gary. When Gary brings back a bottle, SpongeBob accidentally frees the Flying Dutchman! Once on the loose, the Dutchman hypnotizes SpongeBob’s friends one by one, so SpongeBob must find the 7 lost treasures of the Flying Dutchman in order to defeat him in a climactic battle on the Dutchman’s own ship!! It’s really a cute game, full of interesting things to do. It’s aimed at 10-year-old kids and we’re having a blast making it. There are 7 unique "worlds" divided into 28 separate levels and they are really, really cool!

MC: Members of the BigSky staff have worked on some of the best-known titles ever made: Civilization, Tribes, Ultima, Wing Commander, Crusaders & Warriors of Might and Magic, just to name a few.  How do you get that kind of team together and how do you keep it together?

BSI/Matt: You start with a core of experience and honesty, which is then leveraged into a community of true believers in your process and goals. Setting up a production studio that facilitates the inclusion of the ideas and abilities of all of your team members, is of paramount importance. Studio management is meant to generate an environment for creativity, problem solving and development. The staff then populates this world, affecting its growth through their commitment to its core principles without stifling innovation and the desire for the success and improvement of our process. Our core teams have a combined experience and intelligence to create a solid, professional production pipeline for game development that results in an efficient, innovative, cost-effective and aesthetically pleasing product for the client. For senior staff, the most important feature of our process is "empowerment", with each member of the group enabled to affect positive change in every aspect of production. You don’t get that everywhere in our industry, but it is also not unique to BigSky Interactive. Many smaller developers are finding it possible to acquire senior talent when they offer similar environments. We are also able to build this team through our many contacts with former colleagues looking for a world like ours, or who know someone who wants to plug in and help us attain our combined potential for success.

BSI/Billy: There’s not a lot to add after that!! We are fortunate enough to get to build a world that we want to live in. Additionally, I would like to say that one of the best ways to keep teams happy is to be as honest as you possibly can and give them as much information as you can.

MC: GIGnews recently received a question from an aspiring game developer that asked "What sacrifices will you have to make to even get published?" BigSky seems particularly suited to answer that question. What sacrifices can developer hopefuls expect to make?

BSI/Matt: The developer who is going to succeed in this industry must be willing to sacrifice time, ideas and personal ego, among other things, to work with a group of like minded team members for a higher purpose, with a group ego, to reach the goal of a published product on the shelf. But along with those sacrifices, the developer must continue to contribute with enthusiasm and energy to sustain not only themselves, but also the team and the client. Game development is a difficult process that calls for strong, focused teams to succeed by way of experienced management of effort. You may even have to sacrifice money and security to see the game through to its successful conclusion. It is each individual’s choice as to how far they can and are willing to go. Oh, and it helps to be an insomniac. Who needs sleep, anyway, when we are creating games!

BSI/Billy: If you have never worked on a game, probably the biggest shocks you will have are: 1) it’s broken for most of the development time, so you have to put a lot of faith and trust in your team; 2) it is rare to truly enjoy games that you worked on, after it is all said and done (due to the extreme amount of playtesting you must do – and you know the plot, so it’s no surprise); and 3) it may cause you to look at games differently; instead of ‘why didn’t they just do this better,’ you may begin to understand that not all games are done ‘because someone thought it was a good idea,’ but rather because there are profits and deadlines to be met.

All told, I believe that the most important things that anyone interested in getting into the business needs to understand is that they need to be excellent communicators and that they will have to be flexible (on a daily basis). When you work on larger and larger teams, it is very important to have these skills, as your career may hinge upon whether you can adapt to a new tool quickly or whether you can communicate well with the new programmer or artist down the hall. It’s that important.

MC: If you could narrow BigSky's success down to three key elements, what would they be?

BSI/Matt: Experience, Adaptability, and Tenacity.

BSI/Billy: Couldn’t agree more. It’s most important to round all those up into one heading that says, "We get games… done."

MC: Finally, as a fellow Texan, I asked Richard Garriott in a previous interview his opinion of best Mexican food in Austin. I'm not asking you that question. Rather, I want to know what Billy Cain considers the most precious item in his Star Wars collection.

BSI/Matt: I would think the most precious item in Billy’s collection is the next Star Wars toy he is going to buy…

BSI/Billy: That always seems to be the case; I’m always on one hunt or another. But honestly I don’t have one particular item that is the most precious – I like all my Star Wars toys as a group, mostly the 3¾" ones. The ones I had as a kid are emotionally the best, for sure. But let me tell you about the ones I haven’t gotten my hands on yet. Drop me an email - maybe we can trade!

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BIO
Melanie Cambron is a recruiter for game industry leaders such as EA, Sony, and Infogrames. Featured in Game Design: Secrets of the Sages for her game industry knowledge, she also wrote the foreword to the successful book, Game Programming with Direct X 7.0 and its follow-up. Melanie speaks each semester at the University of Texas at Austin and the University of North Texas on the game development industry, and is frequently interviewed by major media such as the Dallas Morning News for her industry expertise. She also serves as a consultant to the City of Austin's Interactive Industry Development Committee. Learn more about the "Game Recruiting Goddess" at www.melaniecambron.com or contact her directly at melanie@melaniecambron.com

Past Interviews:
E3 Panel Highlights: Yu Suzuki and Will Wright
(June 2002)
Interview With Elonka Dunin
(May 2002)
Interview With Will Wright
(April 2002)
Interview With Stevie Case and John Romero
(March 2002)
Interview With Richard Garriott
(February 2002)
Interview With George Sanger
(January 2002)
Interview With Josh Resnick
(December 2001)
Interview With Paul Steed
(November 2001)
Interview With Marc Saltzman
(October 2001)
Interview With Rick Hall, Senior Producer, Ultima Online
(September 2001)

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