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September 2003
A
CHAT WITH
IAN
WILKINSON
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 Ian
Wilkinson, President and Chief Executive Officer of
Radical
Entertainment. Founded by Ian in 1991, Radical
has developed a variety of successful games including
the recently released Hulk and Simpsons Road
Rage which has now sold over 1.8 million copies. A
graduate of the University of Western Ontario's Ivey
School of Business, Ian has spent his entire career in
the software industry. After working in a senior role at
Andersen Consulting, and then as an information systems
manager, Mr. Wilkinson founded Benefix Software. Ian
also serves as Chairman of the Board for Radical
Entertainment. He is currently the President of New
Media BC and is a regional recipient of the Ernst &
Young 2001 Entrepreneur of the Year award in the Media &
Entertainment category. Based in Vancouver, British
Columbia, Radical Entertainment was recognized in 2000
as one of "Canada's 50 Best Managed Private Companies"
and last year was ranked the best place to work by BC
Business Magazine. The company now employs over 200
people and has been lauded for implementing superior
communication between staff and management.
MC: In an
industry where, frankly, many companies have a revolving
door and "sweat shop" reputation, how has Radical
developed the precisely opposite reputation?
IW: We’re a
business and I’d be lying if I said the health of our
bottom line isn’t a priority, but many businesses
sacrifice employee happiness for profits and that just
doesn’t make sense. The health of any business’s bottom
line is directly related to employee happiness. That’s
especially true in this industry where competition for
talent is high. There are long hours and the work is
demanding. If you aren’t waking up in the morning
excited about the day ahead of you, why would you bother
showing up? Our employees aren’t clock-punchers. They’re
creative, talented people who want to enjoy full, rich
lives and work is only one part of that equation –
albeit a big part. If we didn’t respect that reality,
we’d be out of business. So we invest the time and money
in building an environment that rewards creativity and
individuality, and encourages the free flow of ideas. We
go after great game contracts that our employees want to
work on, projects they’re proud to be part of. And we
have fun. That’s a huge priority around here.
MC: As I
discussed in Francois Dominic Laramee’s book
Secrets of The Game Business, happier employees
are more apt to work more enthusiastically, possess more
company loyalty and, consequently, develop better games.
So why isn’t every game development company like a
Radical?
IW: I can’t
really speak for other companies, but game development
is a relatively young industry and perhaps there’s a
learning curve that some companies are still struggling
with. I think Radical may have an advantage because we
grew at a steady pace over the last decade, giving us
the time and perspective to build the necessary
infrastructure to support our core values as we evolved.
MC:
Regarding your educational background as a business
school graduate, some of today’s most successful people
in the game industry have completely non-game related
backgrounds. In the past year there seems to have been a
sort of gold rush of schools offering game-specific
degrees and programs. If someone ultimately wants to
found their own game development company, what, in your
opinion, facilitates a greater likelihood of success? A
degree in game design or a business degree?
IW:
Education is a great thing, but this industry isn’t
really about degrees. It’s about people and ideas. If
you have the right people who are talented and
dedicated, and their primary goal is to create the best
products in the world, then you’re set up for success.
Of course, as a game developer it’s also important to
have a sense of the business and be able to build a
framework for financial sustainability. But I wouldn’t
want to discourage anyone with great ideas and drive
from taking a chance just because he or she isn’t
formally trained in business. Game development is a
serious business, but the industry was founded by people
who took risks and tried things that had never been
tried. I hope we never lose that spirit.
MC: Have
you taken any courses on game development? Learned any
particular programming languages or art software? Do you
think it’s important for the people at the top to have a
fundamental understanding of the actual mechanics of
making a game?
IW: My
personal experience has been immersive, to say the
least. When you construct a game company from the ground
up, you can’t help but develop an intimate knowledge of
just about everything from the game engines you’re
building to the kinds of chairs your employees sit on. I
don’t expect every one of my employees to share that
level of knowledge, but it’s important that all of
us—not just managers—have a solid understanding of game
development, the game industry, and what we do here
every day. It’s important in any company. The more we
know, the more connected we all feel to one another and
the end product.
MC: You founded
Radical 12 years ago, which certainly gives you "sage"
status in this industry. What do you see as the next big
development in the games industry? Do you foresee any
particular trends?
IW: There
are a lot of changes going on—it’s the nature of our
industry—but one that really stands out is how game
savvy consumers are becoming. At the same time, the
industry is increasingly hit-driven. What that means is
there are top games with huge development budgets,
smaller games with tiny budgets, and little in between.
To survive and thrive, game companies need to go out on
a limb with every title and create something amazing to
ensure their place as developers of those top titles.
MC: What do you
hope happens in the industry over the next few of
years?
IW: I hope
that the industry is able to take more risks on more
original titles. I’d also like to see game development
budgets grow to reflect the quality that consumers want.
MC: How do you
go about keeping up with industry developments? My
father was in the oil business and I remember growing up
there was always a Wall Street Journal or The
International Energy Journal – sorry, pardon my yawn
– lying about the house. What books, magazines or
websites are figuratively lying about your house?
IW: Well, I
read everything from the Hollywood Reporter to
see what movies have been green lit to the Gamasutra
website to see who’s doing what in the industry.
Everyone at Radical stays up-to-date on what’s going on,
so a lot of the information I get is from our employees.
And that’s the best kind because it’s not just one
reporter’s perspective—there’s a dialogue around it.
MC: Several of
Radical games are based on licenses such as The
Simpsons, Hulk, and Dark Angel. 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?
IW: This is
a very high-risk business, and a license provides a huge
marketing advantage with a well-known brand virtually
guaranteeing a certain level of sales. It’s very similar
to the film industry, in that getting a big name star
will help the sales of your film. As I mentioned before,
I’d like to see the industry take more risks on more
original titles in the future. The film industry has
gotten cautious in recent years and theatres are flooded
with remakes and sequels, but there’s still room for
original stories to be told. This industry was built on
original ideas, on the basic human need to create. As
game consumers, we need to support original titles. As
game developers, we need to convince publishers to
invest in new ideas.
MC: The
continuing coverage of violence and games can make this
industry seem rather soul-sucking and just an exhaustive
swirl of "in your face" and "who cares" attitude, which
is why I want to talk about the Radical Foundation. For
those who aren’t familiar with the foundation, could you
tell us how it came about, its purpose, and its
accomplishments?
IW: We‘ve
been giving back to the community since Radical was
founded in 1991. With the formation of the Radical
Foundation, we were able to organize our efforts.
Essentially, we provide funding, volunteers, equipment
and other forms of support for non-profit organizations
or individual projects that share our commitment to the
local community. Right now we’re working with local
organizations to help educate and empower
under-privileged youth. Giving money to a good cause is
a great thing, but getting involved is personally
rewarding. Through the Foundation, every Radical
employee can experience that.
MC: If you could
narrow your success down to three key elements, what
would they be?
IW: That’s
easy: people, people, and people. I am where I am thanks
to every employee at Radical who works hard to create
amazing games, thanks to the publishers who believe in
us as a company and continue to give us coveted game
contracts, and thanks to my family and friends who
continue to support me. Sentimental perhaps, but true.
MC: Recently, I
read an article that reported footballer David Beckham
always buys 20 packets of Super Noodles. No more and no
less. Always exactly 20 packets. Successful people
always seem to have interesting idiosyncrasies or,
maybe, they just seem more interesting because they are
successful. As the founder of one of the most successful
and most respected game developers, what is your 20
packets of Super Noodles?
IW: I don’t
know if you’d call it idiosyncratic, but I play hockey
every Tuesday morning. If I don’t, everything just feels
off.
AUTHOR
BIO
Melanie Cambron is a recruiter for game industry
leaders such as THQ, Rockstar, and Sony. Featured in
Game Design: Secrets of the Sages and Secrets
of the Game Business 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 the Game
Critics
(August 2003)
Interview with Jeff Anderson
(June 2003)
Interview with American McGee
(May 2003)
Interview with The Oliver Twins
(March 2003)
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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