February 2001

In this issue Jay Powell of Octagon Entertainment answers questions on funding and approaching companies. Take it away, Jay...

Q: Hello. You guys have a great site.  I have just recently gotten into the development biz and was wondering if you guy's have any resource information on funding?  My company has a completed design document with a demo trailer (not running on hardware but to platform specs); and all the legal issues have been addressed.  Is there a database of venture capitalists out there?  Are there publishing houses that will fund startup studios?  Will the "big guns" such as Nintendo, Sony, etc. help startups with funding and staff if a sound game idea and investment opportunity is presented? Thanks for listening and great articles.

JR

A: Venture Capital is certainly one way to go.  The European VC market is much more responsive to development studios than the US market though.  Here are some good starting points though.  You can order a book from Securities Data Publishing entitled Pratt's Guide to Venture Capital Sources.

You can also find information on the web.  Here are a few resources along that route as well:

http://www.internetvcwatch.com/
http://www.vfinance.com/
http://www.v-capital.com/vcdirectory.htm
http://www.nfsn.com/VC.htm
http://www.findingmoney.com/dirov.html

Publishers and the console manufacturers can be a tough sell. The recent problems with Sony's install base and the impending release of the X-Box have caused a lot of uncertainty. The publishing community sank a lot of time and money into games for a console that no one can find. To secure a publishing deal you really need to have a playable demo of the game. It is easier to do this if your team has a great track record, and past experience with that publisher is even better. 

Make certain you hit all of your options and don't limit yourself to publishers in the US. There are many solid publishers in Europe as well. With a great initial presentation you can peak publishers' interest and they may finance the demo themselves in exchange for the first shot at signing it. Phase funding is great as you have the security of an interested publisher, but even if they back out, you now have a demo to sell to others.  

Good luck to you,

Jay 

Q: Hello, Good work on the web-site, great research information. I was wondering if you have any editorials, tips or suggestions for approaching game companies. How do you approach a company once you have a game demo running? What are the "dos and don'ts" regarding presentations? Where can one get specific research information regarding costs, royalties and profits that a game could produce. In other words, understanding that there are many ways to make deals, how could a company go by predicting sales returns in order to budget a production? Or another way to word it, if a game sells for (approx) $45, how does this money get distributed? What are possible, or most likely scenarios, regarding how much retailers, publishers, license fee and developers gain or lose.

I understand that business wears many masks. Any light shared on this subject would be of help. Thank you.

VM

A: Approaching companies will be one of the time consuming tasks in the entire sales process. To begin with, identify the companies who you would like to work with and have experience and reputation you desire. Contact those companies and locate the person responsible for acquisitions. Start by sending this person a package containing a demo of the game and all necessary documentation. Once they've received the title, simply follow up with them and see if they are interested.

The package is your first presentation. Make sure that you have everything the company will need in order to review your game thoroughly. You cannot assume that they will know anything about your game or how to play it. Also, make sure that you specifically outline the unique selling points of your game. This package must prove to them why they should acquire the rights to your game over others that are similar?

The harsh reality of the gaming industry is that only a tiny percentage of the games that are released turn a profit, but you are correct in your statement that there are many ways to do deals.  As a general rule, make sure that all of your development costs are covered by the advance from the publisher. Royalties are great, but do not count on them. Breakdowns will differ from country to country, but in the US you can see a royalty rate of anywhere from $3 to $6 per box, although you are more likely to be offered the lower end of this scale. However, it is rarely done in this manner, and it is usually stated as a percentage of net receipts. Your net receipts will vary from contract to contract and you may want to have a lawyer or agent take a look at it.

Pitching products and negotiating the deal can be handled in many, many different ways. I hope this can get you started in the right direction.   

Best,

Jay

You can learn more about Jay and Octagon Entertainment at their website www.octagon1.com

   

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