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New Horizons
Roundtable Q&A with developers from North East England
by Develop
May 21, 2008
Last month some members from the advisory board for June’s Codeworks GameHorizon convened to talk shop, so we took the chance to grill the assembled execs on the games market. Here’s what they had to say…
Who's Who
Darren Jobling – Chairman of the GameHorizon advisory board, Director of Business Development at Eutechnyx
Darren Falcus – Managing Director of Atomic Planet
Simon Prytherch – Managing Director of DevelopTrak
Nick Rooke – Account Manager, Xbox and Games for Windows 3rd Party Publishing at Microsoft
Carri Cunliffe – Head of Sector Development at Codeworks GameHorizon
Nina Cliff – Business Development Manager at Codeworks GameHorizon
The UK has reportedly become one of the most expensive places on the planet to develop a game. How can UK independents remain competitive in that climate?
Darren Jobling, Eutechnyx: When it comes to making great games, I think money is not the deciding or limiting factor. There tends to be two tiers of developers – the bread and butter work-for-hire developer and then a higher realm of companies altogether. If a publisher wants Eutechnyx to develop their game, they just want them. It doesn’t matter within reason how much it is, as long as the quality is there. I think we’ve gone past the stage where development expense is the deciding factor. Return on that development investment is the key.
Simon Prytherch, DevelopTrak: I think also that UK studios tend to be good at delivering on time, design and creative gameplay, programming and so on. If you’re working with partners in Europe and the Far East you’re actually able to keep the costs down.
Darren Falcus, Atomic Planet: I think through collaboration and working together locally – that’s another way you can do things more cost-effectively.
DJ: The UK independents historically have been through some bad times so they know how to make the most of the good times – they have become very cost effective at what they do. Like us, some have got subsidiaries in lower cost base areas of the world or employ sub-contractors in those regions. Although salary costs might be high in the UK, I think independent developers are still competitive and offer great value for your money.
Carri Cunliffe, GameHorizon: UK networks like GameHorizon are helping smaller independents work with larger companies
in their regions to gain a track record and industry contacts. On the other hand, the larger companies can benefit from smaller regional companies who can offer reliable outsource services.
Nick Rooke, Microsoft: As a whole, the UK as a place to work and live retains its talent very well. I know there’s migration to Canada and Far East, but looking at the talent pool I’d say we’re well placed.
DJ: Personally, I don’t see any sort of crisis. In reality, most independent developers they feel like they’ve been working all of their careers to get to this point. You feel like you’re on the crest of a wave.
Much attention been put on what the games industry may learn from the Web 2.0 world; but that industry is arguably more spontaneous - it invests small and targets growth after a product or service is launched. Does the games industry, with
its big budgets and dominating corporations, have it in its blood to create games in that way?
DF: I don’t think that the Web 2.0 industry is necessarily spontaneous. This industry can develop downloadable games in a short period of time enabling us to react to the latest trends and interests.
DJ: One of the real opportunities going forward is using the skills we’ve learnt in games and applying them to the Web 2.0 world. I think that’s where indies can really shine. I think we can learn a great deal from a lot of the community stuff. Web 2.0 isn’t relying on the technology – it’s ingenuity that creates the really good sites and the games industry can learn a lot from that.
CC: I think you could argue the games industry is actually more creative and they are developing real community products with social and entertainment capabilities.
DJ: Someone is going to create a casual game that has 100 million subscribers and it’s just as likely to come from downtown Newcastle as it is from downtown New York. Some studio somewhere is going to use the skills they’ve learnt in the games industry, apply them to Web 2.0 and make a lot of money. That is the opportunity.
SP: The small independents are still where the real creativity and innovation comes from because they can afford to take more risk.
CC: The big global players such as Warner Bros, Disney, Viacom also have their part to play in the games industry, but it will be interesting to see if they merely buy the smaller creative companies or they can actually recreate this creativity internally.
DJ: I think we’ll always have big players, but we see them pile into the industry and pile back out again shortly afterwards. For me it’s one of the cycles we go through. I think this time it’s a little different. I think the indies with the stomach for the challenge will succeed as they now have access to the delivery systems. If you’re a content provider your value will go through the roof over the next five years, so I think it’s a great time to be an indie. The deals you can do and the big budgets are a great opportunity.
NR: One of the great things about Web 2.0 is the fact that products can launch and then receive added content. We’ve seen that work successfully in the games industry with Guitar Hero and Rock Band, which are constantly added to during their lifetime. But, evolving from that, we have games like Halo 3, for example, which has a full online mode in there for creating levels, sharing this world, and to me that’s what Web 2.0 represents. I don’t think that being a big budget company precludes you from doing that kind of stuff.
DF: In the past you just didn’t think about serving that community once your game was out there. An online scoreboard was about as much as you did to serve the community who were playing your games.
DJ: Historically you used to just put the game out and that was that. We are now in an era where a new mindset has taken over… thinking about serving an online community with ongoing content.
NR: In the future, we’ll see much more of things such as blending social networks with gaming. Spore, for example, will have YouTube directly integrated into it. That sort of thing is going to be huge in the future.
How are emergent sectors like the casual games market and the rise of mass market gaming impacting the business for games developers?
NR: The biggest thing for me is validating ‘approachability’ in gaming – people paid lip service to casual gaming before, but they weren’t focusing on user interface and physical peripherals to bring people into games. Now that’s been validated through the motion-sensing controllers and Guitar Hero and suchlike, so I think it’s made people open to the fact that technology is not the only thing that’s going to drive things forward – it’s the accessibility. It’s about bringing things down to allow more people in, reducing complexity but retaining depth, and I think that will be a good thing for games generally.
DJ: I think the casual games market has revolutionised how traditional console developers are working. Eutechnyx has effectively split in half – one half working on next gen console games and the other working on an MMO targeted at the casual games market. I don’t think developers will drop everything they’re doing and jump headlong into the casual games market – but I do think you’re going to get this split that takes off within the casual games market. Being a content provider is generally a much better way of getting rewarded for what you’re doing.
DF: Even having broadband in every house now has made games more accessible to everyone.
Nina Cliff, GameHorizon: The target market is 25 to 40-year-olds but a lot of these people wouldn’t know where casual games portals are. Do they know that PopCap’s out there, for example? It’s how to reach that audience that needs to be addressed.
DF: It is difficult. I think, as Darren said earlier, until there’s an online game that reaches 100 million people, I don’t think we’ll have a game that’s truly mass market. I think at the moment we’re only ten percent of the way there.
DJ: What we should be thinking about is the possibilities behind simple games. Just look at what happened with online poker – £50m staked every day up until recently – that’s the possibility. It’s a question of thinking creatively about what you’re doing so that your games are not intimidating to the average person on the street. A good example is a driving game – just thinking of ways that you can easily control a car for a mass market customer.
NC: So how do you see the Wii and the DS affecting the market for developers?
DJ: I think Wii and DS are a bit of red herring – your average indie developer doesn’t make a lot of money from making Wii and DS games. Research has shown that once the average consumer has bought their initial Wii pack it takes them a long time to buy more games afterwards. I think casual games have a much greater scope for development.
DF: It’s worth noting, though, that the Wii and DS have whetted people’s appetite. They’ve opened the door for people who might not otherwise have been interested in games.
SP: Yes… the average 30-year-old woman would probably not have played games two years ago before the Wii and DS. But today, a lot more of them are – as well as others who would’ve been ‘non-gamers’ a short while ago. Free to play with micro transactions is also going to be huge.
DJ: Nexon, the Korean developer, were the size of most UK independents before the micro transaction game Kart Rider exploded, getting 60 million microtransations per month. This shows that an indie can come up with something unique and it explodes. MTV have bought Kart Rider for America so it will be interesting to see what happens there.
What needs to be done by studios to maintain a good quality level of staff coming in to the UK games industry?
DJ: If you look at what your average graduate is capable of doing when they walk through the door, and at what they’re doing nine months later, the difference is phenomenal. University is valuable, but getting them to apply it to commercial environment is a totally different skill set. Eutechnyx is forging stronger links with universities, getting to know the grads and taking a long term view. Running things like placements don’t give you a short term benefit, but they do give you a long term benefit. Historically there wasn’t a lot of communication between studios and universities, but I think it’s been transformed over the past three years. We’re now contributing to syllabuses, external examining and inviting universities on to studio tours. Grads think studios are these ivory towers and we are doing a lot of this activity to break down myths and barriers through Eutechnyx’ Level Up Development Programme.
DF: It’s just educating and communicating with universities. One on our doorstep – we got seven interviews arranged. It’s just something you’ve got to do to communicate.
CC: I think it’s important for games companies to actually market themselves within their region to universities so that students know where the games industry is in their region. Companies need to start forming relationships with key academics to ensure they know who are the good candidates as well as exploring opportunities to do project based work with students or placements. GameHorizon has been running a placement scheme for three years and it has enabled the industry to place more students as well as retain some of the better ones. The North East is a great place to develop a career in games.
DJ: In the past, the bigger companies were in there with their professional recruitment people grabbing people from under your nose. What the indies are doing now is being that little bit savvier to make sure they get as good a shot of it as the bigger players.
DF: When we exhibit at recruitment fairs we’re competing with Sony, Codemasters and EA straight off so you’ve got to be a bit more savvy. It’s necessary to constantly evolve the way you communicate with graduates coming into the business, and also with the universities.
DJ: I passionately believe that in terms of a career for talented people, independent development is streets ahead of its corporate counterpart. I see these big corporate development factories as like working for McDonalds. I see indies as being more like working at Gordon Ramsay’s.
SP: You can be a very small cog in a big wheel. At a small company you’ll get to work in a lot more areas.
DJ: If you are good, you stand a much better chance of being recognised and rewarded quicker at an independent studio.
CC: The UK is a bit of creative hotbed in terms of games development. A lot of graduates we talk to aren’t looking to move away, to the US, for example. People do see the UK as the place to start their career.
SP: The UK is streets ahead in creativity. You look at every creative industry – film, fashion, car design, they are all headed up by UK people. Over here we take it for granted that we’re creative. But when you go elsewhere it’s really appreciated.
DJ: There’s still a lot of work to be done. Every studio seems to have their own scheme that they’re starting up, so we are heading in the right direction in terms of getting better courses and better grads that are making better employees. Things are just getting better. There’s too much proprietary code in your average development company for graduates to be able to step out of university and hit the ground running. They’ll always face a steep learning curve. We’ll be sharing a lot of these recruitment ideas at the conference.
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September 12 - SPECIAL INVESTIGATION: Licensing and developing game engines
- Editorial: Engine troubles?
September 12 - What the Epic vs SK case really says about development
- Team Sports
September 11 - NaturalMotion discusses its move into full games development
- To Be This Good Takes Ages
September 10 - PART 2: More discussions with Sega’s in-house Western devs
- Sega’s Wild West
September 7 - PART 1: Q&A with Sports Interactive, Secret Level and Creative Assembly
- Epic Choices
September 5 - Game Engines Special: Q&A with Epic's Mark Rein
- Rethinking game AI
August 24 - The implications of Engenuity’s new no-cost licensing model
- Bright Spark
August 23 - Q&A with Spark Unlimited CEO Craig Allen
- Championship Management
August 22 - Our special look at games development project management
- Project Management Case Study Q&A: Rebellion
August 22 - How the independent uses Perforce
- Design Doc: Hitting your target
August 21 - Our design expert discusses clear goals with John Romero
- The Epic Diaries
August 20 - Mark Rein's monthly update on all things Unreal
- Commercial break-through
August 14 - IGA's Ed Bartlett tells Develop how advertising can fund development
- Rockstar Leads
August 13 - ...and everyone follows? An exclusive Q&A with Rockstar Leeds founder Gordon Hall
- SIGGRAPH Games News Round-Up
August 12 - All the key announcements from San Diego
- You Auto have it
August 10 - Autodesk execs discuss Max, Maya, Mudbox, MotionBuilder and industry trends
- Brothers in arms
August 8 - Warner Bros Interactive Entertainment boss Samantha Ryan reveals her game plan
- Going Loco
August 7 - Develop sits down with Tsutomu Kouno, director of LocoRoco
- Second Life: Ripe for revolution?
August 6 - Could players’ lack of rights in virtual worlds spark a gamer revolt?
- Getting PhysX-ical
July 30 - Develop catches up with Ageia's Michael Steele
- Develop conference round-up: Day 3
July 28 - Headlines from the last day of the event
- Develop conference round-up: Day 2
July 28 - Session and keynote coverage from beside the seaside
- Develop conference round-up: Day 1
July 24 - The big headlines from the first day of the Brighton event
- Q&A: Joshua Howard, Carbonated Games
July 23 - We go UNO-to-UNO with the Xbox Live Arcade masters
- Mind Your Language
July 19 - A special look at the localisation, QA and testing sectors
- Shock and gore
July 18 - Reflections from developers on the Manhunt and Resistance controversies
- The Crying Game
July 17 - Quantic Dream's CEOs discuss their new PS3 game
- Q&A: Takashi Fuji, iNiS
July 16 - Develop feels the beat with the Gitaroo Man and Elite Beat Agents developer
- Listening for talent
July 12 - EA UK's audio chief discusses recruitment for next-gen projects
- Oh, Canada
July 12 - How one country conquered the world of games development
- From Rag-Doll to Riches…
July 12 - An exclusive chat with the Media Molecule team
- Speaking Havok
July 12 - Q&A with Havok CEO David O'Meara
- Winning formula
July 12 - Develop goes behind the scenes at Sony Liverpool
- Boldy Going
July 12 - Q&A with Frontier head David Braben
- Creating a Storm
July 12 - Evolution's journey from PS2 to PS3 and from WRC to new IP
- Climax change
July 12 - A look at how independent developer Climax is changing its business
- Radical Movement
July 12 - Free Radical discusses the changing face of independent developers
- Welcome to Montreal
July 12 - We take a trip to the world's fastest-growing games development hub
- The Creative Journey
July 12 - Creative Assembly chief Mike Simpson discusses the studio's success
- Assassin's Team
July 6 - The minds behind Assassin's Creed interviewed
- Agile Development
July 6 - An interview with Ubisoft Montreal boss Yannis Mallat
- Zoë’s Modus Operandi
July 6 - A look at which Kuju chose to rebrand its Brighton studio
- Quiz Masters
July 6 - Relentless' founders quizzed on their plans for the future
- The Rise of Middleware 2.0
July 6 - A special look at modular middleware
- Cloud 9
July 6 - How Foundation 9 conquered the world
- Hired for sound
July 6 - Our special investigation in the audio outsourcing sector
- Tower of Babel
July 6 - Q&A with Babel Media MD Algy Willians
- The art of the matter
July 6 - A special look at the art outsourcing market
- Master Mind
June 28 - Phil Harrison answers Develop readers' questions















