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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