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March 2003
A
CHAT WITH THE OLIVER TWINS
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
Philip and Andrew Oliver, perhaps better known as
the Oliver Twins, founders of independent game developer
Blitz Games. They began writing games in 1981 and had
their first games published in 1984. By 1986 an
estimated 7% of all games sold in the UK were attributed
to the Oliver Twins. With games such as their popular
Dizzy series, the Simulator series, and
Ghostbusters 2, this resulted in over 10 number one
bestsellers and 3 million sales. In 1990 they formed
Interactive Studios, now known as Blitz Games and based
in Leamington Spa, Warwickshire, UK. Over the years they
have developed over 100 games. Current Blitz Games
releases include the Warner Bros adventure Taz:
Wanted, Disney's Lilo & Stitch: Trouble in
Paradise and the US release of the original title
Zapper. The first quarter of 2003 will see the
release of Cubix: Showdown (based on the hit TV
series) and the European release of Zapper. Two
recently announced development deals include a deal with
publisher Empire Interactive, under a license with Sony
Pictures Consumer Products, to develop games based on
the upcoming film Bad Boys II. The development
agreement covers PS2, Xbox and GameCube. Blitz also just
signed a development deal with publisher THQ to develop
games based on the hit Nickelodeon animated cartoon
series The Fairly OddParents which is currently
the second most popular TV show for kids in the US and
has also recently launched in the UK. Blitz will develop
Fairly OddParents: Breakin' Da Rules for
PlayStation 2 and GameCube, to be released this autumn.
MC:
First, I want to ask you about the Blitz Games website (www.blitzgames.com)
which may be one of my all time favorite game developer
sites. It just put me in a good mood as I clicked
around. Clearly, quite a bit of time and effort went
into it. What value does your website bring to your
company? Is it a genuine business tool, representing
what Blitz is about to potential business partners and
employees? Or is it just an amusement? I was definitely
amused.
Philip: It’s
definitely a business tool but we’re glad you like it!
We’ve got a very talented web designer in-house and it’s
pretty much all his work. We wanted it to be fun, almost
like a game in itself, as well as be easy to navigate
and have all the information easily accessible. These
days it’s vital to have a strong website presence and we
like to think that we can strengthen our publishers’
efforts in promoting our games by having such detailed
mini-sites on each of our titles. As well as that,
people tend to judge their first impressions of a
company by its website in this day and age so we wanted
it come across in a way that reflected what we’re like –
fun, accessible and professional!
MC:
Before I leave the website topic, I did want to ask
about the "GameOn" section of your site, which is
actually an impressively deep careers site that you
originally launched just about four years ago. The site
contains detailed information about industry job roles,
along with industry advice, a list of UK-based schools
offering game-related programs, and tutorials for the
major disciplines. What inspired you to put all this
information together and maintain the GameOn site?
Philip: When
we were starting out as teenagers the equipment we were
using (such as Sinclair Spectrums, BBC Microcomputers,
Vic20s, etc) was very accessible. You could get right at
the source code for any of the games you could buy and
you could teach yourself how to program with a bit of
perseverance and a lot of late nights! Nowadays
teenagers have PS2s or Xboxes and while the games are
way, way better, there’s no way of getting to the
operating system of the machines or actually checking
out programming. We began to realize a few years ago
that this was having the effect that loads more people
were playing games but not many of them were
experimenting in the way we did, and therefore learning
the skills that would bring them into the industry in
later life.
We decided that we’d tried to let people know that
getting into the games industry isn’t the unobtainable
‘rock star’ lifestyle that most kids think. So we
started to put GameON together and got some of the best
guys who work for us now to write some articles, suggest
some advice, prepare some sample work, etc.
As you say, the site launched a few years ago and
it’s grown and grown since then. We’ve also extended our
‘advice-giving’ by conducting a program of university
lectures and school talks to let the next generation of
developers in on the secret. We can tell from our job
applications over the last few years that it’s worked
too because we regularly get applicants mentioning
GameON or our lectures in their application form as a
source of inspiration!
MC: In a
1996 interview by your father Malcolm, Andrew said that
your Dizzy games were more creative than taking an idea
from a film or sport. (For those who don’t know, the
Dizzy games were original 2D games featuring an egg
character and other "yolkfolk" and which spawned a cult
following in the UK). You guys have created games based
on films such as Lilo & Stitch, Chicken Run, The Mummy
Returns and now the upcoming Bad Boys II. Some
developers seem frustrated that the big publishers are
leaning more and more on licensed properties – that it
is increasingly tough to get original game ideas to
market. What is your take on the matter today?
Andrew: It’s
true that it’s increasingly tough to get original game
ideas picked up because with so many more games in the
marketplace (and each one costing so much to make) each
publisher is streamlining their product range to only
include ‘safer’ bets that they can be sure of big sales
with, and that usually means sequels and licenses just
because there’s already a proven marketplace. But that
doesn’t mean it’s impossible to get an original game
made. We’ve recently released Zapper for
Infogrames and although it’s inspired by some classic
games of old, it’s an original character with bags of
personality and the team had an enormous amount of
creative freedom.
In the days when I made that comment about the
originality of the Dizzy games it was at a time
when a licensed product often meant ‘poor game with a
movie logo on the box’ and there was very little
creativity at work. Since then, the consumers have begun
to demand much more, and quite rightly! They won’t
accept a poor game that’s only on sale because of the
logo attached and there’s now a much greater
responsibility that comes with working on a licensed
project.
Take a Disney film, for example. We’ve worked on two
Disney games now (The Little Mermaid II and
Lilo & Stitch) and Disney are one of the best
companies in the world at maintaining the integrity of
their brand and image. If they let an inexperienced or
incompetent developer take the reins of one of their
titles it could be hugely damaging.
We always treat licenses with enormous respect and
although we’re starting out with the universe in place,
so to speak, the real challenge comes from expanding on
that universe in a way that fits the license and in a
fun way that turns something passive into something
interactive. That can often mean the opportunity for
more creativity not less.
With the games industry now worth more than the film
and TV industry (in the UK at least) we’re also in the
position to expose the brand to a much wider audience
than the film alone so we can even increase the value of
the whole property, rather than just being a bolt-on
piece of merchandise.
MC:
Another licensed title you worked on was based on the
film Titan AE. Ultimately, Fox Interactive pulled
the plug after you had developed the game for both PC
and PSOne. Apparently, the film had not done as well as
they expected. What do you take into consideration now
when agreeing to develop a film-based game?
Andrew: This
is always a risk and everyone involved in the Titan
project was really disappointed when the game was
cancelled but it’s an unfortunate aspect of the industry
that games can get canned at any time, whether they’re
licenses or not. When we’re offered a licensed project
we obviously check out the license itself and try to
predict how strong it will be in a year and half’s time
when the game is released. At the end of the day,
though, there are a huge number of considerations that
our management team go through before accepting any
project – checking out the license is just one of them.
MC: When
I told a friend of mine that I would be interviewing the
Oliver Twins, he raved about how much he loved your game
Fuzion Frenzy for Xbox, a game that’s outside the
current shoot ‘em up norm, at least here in America. Can
you tell me more about the game and its development?
Andrew: Glad
you liked Fuzion! There’s an original title for
you! ;-) It’s always a big hit with everyone who plays
it and the team who worked on it were often found
staying late just having fun with their own game during
the development! It came about when Microsoft came to us
and said they wanted a fun multi-player game for the
late-night ‘post-pub’ gaming crowd that would get lots
of people on the Xbox and buying extra controllers. We
came up with Fuzion Frenzy in just 10 months and
ended up being the first ever game to get through Xbox
approval! It was obviously a pretty hectic development
schedule and we put a huge team on to it but it paid off
because we continuously get complemented on the finished
product.
MC: By
the time this interview runs, the world may very well be
at war. I read an article today on the reason behind the
overwhelming number of Academy Award nominations for the
film musical Chicago. The thinking is when the
world is a rather scary place to live, people look more
for whimsical escape than harsh reality. Do you think
current world events do, or will, have an impact on
games?
Philip: I
think it’s a valid assessment that people seek more
fantasy when reality gets a little too harsh. We’ve seen
it time and again through our history – just look at the
cinema boom in the 40s and the launch of futuristic TV
shows such as Star Trek in reaction to the start
of the cold war in the 60s/70s. We’ve even seen it
recently since 9/11 with fantasy and superhero films
like Lord of the Rings and Spiderman
giving the public a more hopeful vision of the future
and I think that games fit into this ‘escape from
reality’ well. There was also evidence that showed that
immediately after 9/11 there was a huge uptake in video
rentals and game purchases, simply because people were
less inclined to travel and more inclined to do leisure
activities that meant they didn’t have to leave the
house.
As for the impact it’ll have on types of games,
that’s a little more difficult to tell. People will
definitely want to escape from the real world, but into
what? Some will obviously opt for the fantasy hero
options but a good number will probably also lean
towards more war-like games such as Medal of Honor
or CounterStrike just because they like to think
they’d handle things differently from our leaders!
MC: In
your experience, have you found the approach to game
development to be different between the UK and the US,
or other countries for that matter, or has game
development also become something of just one global
village?
Philip:
Different companies have slightly different ways of
working in different parts of the world and that’s
always been the case but as the industry grows up there
are more and more standards appearing. Publishers expect
a certain level of service and quality from their
developers regardless of where they’re based and that’s
only to be expected. We’re more than happy to encourage
this because we’re confident that we’re one of the best
run and most creative developers around.
MC:
GIGnews receives many questions from people saying
they’re a new game developer and they need to know X or
they need to know Y. Generally speaking, at least based
on the questions asked, many seem ill-equipped to be
starting their own company. Do you have any general
business tips for these folks? Lessons learned in your
experience?
Philip: My
one bit of advice to someone trying to start their own
games business nowadays would simply be: don’t! Let me
explain… When Andrew and I started all we needed was one
computer, a desk, the two of us (and lots of coffee),
and in about a month we could produce a game ready for
market. Now, if you want to make even an average PS2
game, you need at least 20 people, tens of thousands of
dollars worth of computers, software and development
kits, office space, and support staff to deal with
admin, recruitment and payroll issues. And all that’s
assuming that the publisher will pay you for the
development process, either up-front or monthly. If
you’ve not got a publisher on board then you need to
factor in another couple of million dollars to pay the
ongoing salaries and costs of your team.
Even if you can manage to pull that off by getting
funding from elsewhere, you’re also in a very vulnerable
position because you’re only working on one game.
Publishers have been burnt so many times by developers
who don’t have the broad source of income, and therefore
stability, that comes from working on several projects
at once and will be reluctant to commit to you in case
you get into trouble half way through development.
That may sound a little cocky, because Andrew and I
managed to do it, but things are very different now. We
prefer to encourage people into the industry and to seek
out stable companies such as Blitz and that way we’re
getting a broad base of creative talent and input
without exposing individuals to too much risk.
MC:
Working with family can be a tricky business. Not
everyone is suited to it. You guys obviously have made
it work. Do you think you would have had as much success
individually? Do you each bring something different to
the table making the whole greater?
Philip: We
get asked the whole ‘twins’ question a lot and we both
think that it’s generally been more of a benefit than a
hindrance. In the early days it’s what kept us going –
if we’d simply been mates we’d probably have just yelled
at each other and walked away but because we had to have
breakfast together the next morning most disagreements
didn’t last long! As we went into business it became a
benefit in a different way. As twins we’ve always found
that we tend to think about things in the same way and
now that we’ve got a business of over 140 people it
helps that we can effectively be in two places at the
same time!
Andrew:
Initially we both did a bit of everything towards making
each game but as we began to hire people and the
business grew we naturally went in different directions,
and away from the coalface of development. I was always
the slightly more techy one and I became the Development
Director, now the Chief Technical Officer. Philip was
better at speaking and representing what we were after
and became the Managing Director, and later CEO. It’s
not just the two of us running things now though, we’ve
also got an excellent Chief Operations Officer and a HR
Director and between the four of us we keep Blitz moving
forwards.
MC: If
you could narrow your combined success down to three key
elements, what would they be?
Philip:
Hiring talented people, plenty of hard work and just a
little luck!
Andrew:
Being in the right place at the right time, having the
vision to see how big games would become, and plenty of
hard work!
MC: And,
finally, I’m from Texas where we eat quite a bit of
Mexican food. Whenever I interview someone from Texas, I
ask their favorite Mexican food restaurant. Although
Blitz Games is not located anywhere near Texas, but,
rather in Warwickshire, UK, I still wondered about
Mexican food. I did a little research and there appears
to be a Mexican food restaurant in Warwickshire (6 Guy
St, Leamington Spa) called Chico’s. Have you ever eaten
there and, if so, is it any good?
Andrew:
There certainly is a
good ‘Tex Mex’ restaurant very close to our office. My
office is around 100 yards from it. I call it Tex Mex
because every couple of years it’s changed hands and
changed name, I’m not exactly sure why! I’m very
predictable though, I always order Chicken Fajitas and
they’re particularly fantastic there!
J
**************
AUTHOR
BIO
Melanie
Cambron is a recruiter for game industry leaders
such as THQ, Midway, 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:
Interview with Tom Kudirka
(February 2003)
Interview with Alain Tascan
(December/January 2002)
Interview with Larry Holland
(October/November 2002)
Interview With Bruce Shelley
(August/September 2002)
Interview With BigSky Interactive
(July 2002)
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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