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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