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Jay has
all the answers for your game questions.
Just
who the heck is Jay you say?
May
2004 Jay
follows up three years later on his advice to the new
developer headed to E3 for the first time and weighs in
on the state of mobile game development.
April
2004
Q1)
We're in the final stages of signing a contract with a
publisher but we are small company and we want to make
sure that we will be paid on time. How does a company
like ours find out this information?
Q2) I am really interested in writing storylines
for video games, but how would I make my storyline a
reality?..Are there jobs out there in the industry
solely for writers?
Q3) I am an art student who is beginning to look
into careers in game development. It's been suggested
to shorten it to "Chris" instead of Christine to have a
better chance of getting an interview...
Get the answers here.
February
2004
Melanie guests for Jay this month to answer
Pete's question about the impact of bad grades on
getting your first game industry job.
January
2004 How did Jay sum up 2003 and what does he
see on board for 2004?
November
2003 1) Jay, we're a new, budget-minded
game developer based on the East Coast. Should we spend
our money to go to GDC or E3? 2) Jay, we're an
indie developer trying to set up a profit-sharing plan,
any suggestions?
September
2003 We are
a new company startup, and we are writing our proposal
to get investor funding. We trying to get sales figure
of top selling games, and do a estimated sales forecast.
You keep hearing things like Starcraft sold more
than 1 million copies, FFX is the top selling
game. NDPFundworld has such data and their report costs
are in thousands range. Where can one find such data
cheaply?
August
2003
Jay,
this publication's
audience are game developers. If you could give them 3
tips that might help their games published, what would
they be?
June
2003 Q1) Jay, where are the westerns?
May
2003 Q1) I own the patent, copyright and
trademark to a card game that has been played in
casinos internationally for about six years. It
is a head to head game without a house bank and
is easily adaptable to interactive web play. My
question is - where exactly do I fit in? Q2)
What were the three favorite games you've played in the
last year and what made them the favorite? Q3)
What are you looking forward to seeing at E3 this year?
Q4)
We are in the process of developing our first game for
the international market and as yet are keeping our
fingers crossed about whether or not any publisher will
want to buy our game...Is there any way to gauge the market?
February
2003:Q1) We're about to sign a $1M
publishing deal plus 20% royalties --how much money will
be coming in and when? And when do the royalty payments
kick in? Q2) For an amateur strapped for cash,
what would you recommend as the best tools that would
allow the beginner to make a decent 3D game?
December
2002: Q1) We are a new game developer and
we need an artist but don't want to hire full-time, what
can we do? Q2) Who are the top MMORPG companies?
October/November
2002: Q1) Can "virtual" teams really work?
Q2) Should I
get a patent on my RTS design?
July
2002: Q1) What degree should I get to get in the
game industry? Q2) I've got a million bucks, what hardware
and software should I prioritize when starting my own
game company?
May
2002: Q1) In addition to a demo what should a
developer have in its publisher presentation? Q2) Is there a
good place to hang out at E3 like the Fairmount lobby
bar at GDC?
February
2002: Q1) Can you "sell" a game idea?
Q2) Who is
responsible for licensing game music? Developer of
Publisher?
December
2001: Q1) Cross-collateralization? Q2) Good or bad?
Licensing? How?
November
2001: Q1) Bottom-line, how much does it cost to
produce a game? Q2) How does an IT company get into the game
business? Jay has the answers.
October
2001: Jay answers questions on the impact of
seeming cancelled games and lack of new ideas
August
2001: Jay tackles the US vs. European
publishers questions.
July
2001: Jay's book recommendations.
June
2001:Jay answers
questions on what to action to take post-E3 and what
publishers expect to see completed pre-publishing deal.
May
2001: Jay
answers
questions on what to expect from E3.
March/April
2001: Jay answers questions on hot platforms
with publishers and successful pitching.
February
2001: Jay answers questions on funding and
approaching companies.
Who
is Jay?
Jay Powell is an
agent at Octagon
Entertainment, a full service agency catering to the
needs of game developers, specializing in the creation
of domestic and international opportunities for game
financing and publishing and finding opportunities in
other medias. Jay has arranged and negotiated numerous
deals in Europe and North America for Octagon's clients.
He has also proven a key evaluator of projects, having
secured some of Octagon's most successful games. With
gaming experience in excess of fifteen years, Jay's
industry insight has been immensely beneficial to
Octagon's clients and publishing partners. Jay's
experience has allowed Octagon to create and maintain a
property evaluation and acceptance methodology that
exceeds the standards and expectations of the
interactive industry. Now, Jay brings his knowledge and
experience to you.
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