February 2000 Issue 

GIG digs this issue's Spotlight, indeed. He is not only a master game agent, he's an all-around good guy. Jay Powell of Octagon Entertainment braved the wicked East Coast storms to bring us his valued insight on being an agent in the game industry. 

GIG: Jay, besides entertaining us with hunting stories at industry functions, what exactly do you do?

JAY: I'm an agent for Octagon Entertainment. I work with developers to establish distribution channels around the world that will maximize revenue and exposure. I also work with Licensors to take the property rights from TV shows, video games, books, and movies and bring them to life on video game consoles and PC’s by creating packages with top developers.

GIG: How long have you worked as a game agent, and how did you get your start?

JAY: I’ve been an agent for over 2 years now. I worked with Kirk Owen and Lloyd Melnick (Octagon's co-founders) while I was attending school at the University of North Carolina. Upon graduation I was offered a job full-time as an agent and I have been very happy ever since.

GIG: I haven't had any coffee yet. Can you please explain a bit more on exactly what a game agent does?

JAY: Sure. We have to look at the game industry from both sides. I spend half of my day finding and speaking to developers, letting them know how we can help them and seeing if there are any projects we can work on together. I spend the other half speaking to publishers and making sure my clients are placed with the best companies around the world. For the last few years we have been seeking out developers who were at Beta stage and had something to show. That is changing with our packaging work and we are contacting the top tier developers now to develop games from scratch based on properties that we are working with. 

GIG: What do you look for in a potential client?

JAY: Passion and stability. We have many developers come to us with great ideas but they tell us that they only have 1 month of cash left. We simply can’t help there. It takes 2 to 3 months for a deal to go through with the big publishers and it’s simply too late at that point. On the other side, the developers with a true passion for their work are the ones that are great to work with. This is especially true when we are looking for developers to work on the properties. If the team really enjoys what they are working with, the end product will show that.

GIG: Do people come to you or do you seek out properties?

JAY: Both. I spend a lot of time on the web and in magazines looking for new companies or noting who has a team open, but we have a lot of submissions as well and we treat them equally. We may not be able to represent all of the titles that are submitted but we try to reply with feedback from our experience to help them along.

GIG: What is the most common mistake people make when approaching a game agent?

JAY: I don’t think a lot of developers plan for their distribution far enough in advance. We see a lot of submissions that need deals immediately. We have generated great deals for some of our clients in 1 month, but with more time the terms could have been much better. Many developers don’t anticipate the problems that can arise in localization either. By having a localization kit ready soon, you can hopefully have a world-wide simultaneous release and eliminate piracy issues. Localization kits can also speed up a publisher’s evaluation process as well.

GIG: Localization kit? Que es?

JAY: A localization kit is all of the information that a publisher needs to translate the game into different languages.  This can be as simple as a text file outlining the dialogue of the game or a complete package with artwork that needs to be modified, samples of the speech from other versions, etc. Obviously the more complete the package, the easier it is for the publisher to evaluate and translate.

GIG: Where do you see the game industry heading?

JAY: I see a lot of convergence. Consoles, TV’s, Hand-helds, and PC’s are getting closer and closer and in the next 5 to 10 years I see a one platform world. On the other side, there have been such great advances in the last 10 years, that it is probably a hard bet to make. Online gaming also has a huge presence now. With the number of Massively Multiplayer games in development it will be interesting to see how many the market can support.


Jay with frequent GIG contributor Melanie Cambron at the GDC Austin Road Trip after party

GIG:  GDC is just around the corner, will we see you there? 

JAY: I will be at GDC this year with at least one other agent from Octagon. We haven’t finalized the plans yet, but we will be looking for new development talent for representation and established developers to work with our properties. We will post these details as they become available at www.octagon1.com.

GIG: What advice to you have for someone with an idea for a game.

JAY: The first step would be to gather together a team. The better the softography of the people on your team, the better chance you have of getting noticed. In order to successfully approach a publisher you need to have something playable unless you have a highly established team on the project. I would definitely recommend contacting agents or producers in the industry and asking for feedback on your idea. Make sure all of your legal bases are covered and above all…have a good NDA. Even if the people you contact can’t help you, they will usually provide some feedback. Be open to this feedback as they don’t mean to insult you, they just have good insight into what sells.

GIG: Jay, you rock. See you in San Jose.

 

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