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Game Developer - June/July 2005
>> THE FIRST ANNUAL BUSINESS ISSUE
JUNE/JULY 2005
THE LEADING GAME INDUSTRY MAGAZINE
>> STUDIO STANCE
DEVELOPMENT STUDIOS,
POST-ACQUISITION
>> LICENSE TO PLAY?
DEAD PRESIDENTS,
GAME ADAPTATIONS
>> E3 HIGHLIGHTS
INSIDE THE FILTH
AND THE FURY
BACKBONE
$5.95US $6.95CAN
07
0 71486 02133 9
DISPLAY UNTIL AUGUST 16, 2005
STUDIO
POSTMORTEM:
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[
CONTENTS
]
JUNE/JULY 2005
VOLUME 12, NUMBER 6
FEATURES
10 THE STUDIO STANCE
When a publisher acquires a development studio
or studios, it must decide how the acquisition will
play out in terms of practical considerations. Will
the studio remain fairly autonomous and in its
home city, or will the publisher assemble the
employees into a more centralized office? Other
approaches—such as streamlining only meta-
processes, like payroll, benefits, and tech
support—are also available. What does a studio’s
stance mean for you?
By Paul Hyman
17 PLAYING SMART WITH IP
The quandary of whether to create original
intellectual property or use licensed characters
or settings for a game is, at this point, fairly well-
discussed. But how closely have the potential
pitfalls of licensing, which is generally considered
to be a 'safer bet', been examined, or the greater
effort required to popularize original IP? With
specific input from both licensors and publishers,
we look at the state of licensing as the next
hardware generation rapidly approaches.
By Dan Lee Rogers
10
24
STUDIO POSTMORTEM
24 A COLLECTIVE BACKBONE: FOUNDATION 9’S DEVELOPMENT DREAM
When Backbone Entertainment and The Collective joined forces, they created the largest independent
developer in North America, Foundation 9, with about 400 employees under its care. How did this developer
conglomerate form, and what did the founders learn from the trials and tribulations of the original companies
that they founded? In a twin version of the traditional what-went-right, what-went-wrong format, Game
Developer presents this special studio postmortem.
By Andrew Ayre, Douglas Hare, and Jon Goldman
17
DEPARTMENTS
COLUMNS
2 GAME PLAN By Simon Carless
Nobody Beats the Biz
30 THE INNER PRODUCT By Sean Barrett
[ PROGRAMMING ]
Optimizing Pathfinding VI: HPA*
4 HEADS UP DISPLAY
E3’s innovative games, hardware announcements, and more
34 PIXEL PUSHER By Steve Theodore
[ ART ]
Resume in Reel Time
7 SKUNK WORKS By David March
Luxology’s Modo 102
37 BUSINESS LEVEL By Alan Yu
[ BUSINESS ]
The 100 Developer Challenge
48 A THOUSAND WORDS
Capcom’s P HOENIX W RIGHT: ACE AT TORNEY
38 AURAL FIXATION By Alexander Brandon
[ SOUND ]
Game Audio Academia
40 GAME SHUI By Noah Falstein
[ DESIGN ]
Familiar, Yet Different
COVER ART: TED NAIFEH FOR FOUNDATION 9
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GAME PLAN
]
www.gdmag.com
CMP Media, 600 Harrison St., 6th Fl., San Francisco, CA 94107 t: 415.947.6000 f: 415.947.6090
NOBODY BEATS
THE BIZ
EDITORIAL
EDITOR
Simon Carless scarless@gdmag.com
MANAGING EDITOR
Jill Duffy jduffy@gdmag.com
ASSISTANT EDITOR
Brandon Sheffield bsheffield@gdmag.com
ART DIRECTOR
Cliff Scorso cscorso@gdmag.com
CONTRIBUTING EDITORS
Sean Barrett sbarrett@gdmag.com
Alexander Brandon abrandon@gdmag.com
Noah Falstein nfalstein@gdmag.com
Steve Theodore stheodore@gdmag.com
ADVISORY BOARD
Hal Barwood Designer-at-Large
Ellen Guon Beeman Monolith
Andy Gavin Naughty Dog
Joby Otero Luxoflux
Dave Pottinger Ensemble Studios
George Sanger Big Fat Inc.
Har vey Smith Midway
Paul Steed Microsoft
ADVERTISING SALES
NATIONAL SALES MANAGER
Afton Thatcher e : athatcher@cmp.com t: 415 . 9 47. 6217
SENIOR ACCOUNT MANAGER, EASTERN REGION & EUROPE
Ayrien Machiran e : amachiran@cmp.com t: 415.947.6224
ACCOUNT MANAGER, NORTHERN CALIFORNIA & MIDWEST
Susan Kirby e : skirby@cmp.com t: 415 . 9 47. 62 26
ACCOUNT MANAGER, WESTERN REGION & ASIA
Nick Geist e : ngeist@cmp.com t: 415 . 9 47. 62 23
ACCOUNT MANAGER, GLOBAL EDUCATION/
RECRUITMENT & TEXAS
Aaron Murawski e : amurawski@cmp.com t: 415 . 9 47. 62 27
ADVERTISING PRODUCTION
ADVERTISING PRODUCTION COORDINATOR Kevin Chanel
REPRINTS Julie Rapp e : jarapp@cmp.com t: 510.834.4752
GAME GROUP MARKETING
DIRECTOR OF BUSINESS STRATEGY Michele Maguire
DIRECTOR OF MARKETING Ta r a C . G i b b
MARKETING MANAGER Kathleen Cheng
CMP GAME GROUP
VP, GROUP PUBLISHER APPLIED TECHNOLOGIES Philip Chapnick
CONFERENCE DIRECTOR, GDC Jamil Moledina
ASSOCIATE CONFERENCE DIRECTOR, GDC Susan Marshall
EXECUTIVE WEB PRODUCER Peter Leahy
EDITOR, GAMASUTRA.COM Simon Carless
FEATURES EDITOR, GAMASUTRA.COM Quang Hong
CIRCULATION
CIRCULATION DIRECTOR Kevin Regan e : kregan@cmp.com
CIRCULATION ASSISTANT MANAGER Jessica Ward e : jward@cmp.com
CIRCULATION COORDINATOR Miguel Mendiolaza e : mmendiolaza@cmp.com
CIRCULATION ASSISTANT Michael Campbell e : mcampbell@cmp.com
CIRCULATION ASSISTANT Adrea Abidor e : aabidor@cmp.com
SUBSCRIPTION SERVICES
FOR INFORMATION, ORDER QUESTIONS, AND ADDRESS CHANGES
t: 800.250.2429 f: 847.763.9606
INTERNATIONAL LICENSING INFORMATION
Mario Salinas
e : msalinas@cmp.com t: 650.513.4234 f: 650.513.4482
EDITORIAL FEEDBACK
editors@gdmag.com
CMP MEDIA MANAGEMENT
PRESIDENT & CEO Gary Marshall
EXECUTIVE VICE PRESIDENT & CFO John Day
EXECUTIVE VICE PRESIDENT & COO Steve Weitzner
EXECUTIVE VICE PRESIDENT, CORPORATE SALES & MARKETING Jeff Patterson
EXECUTIVE VICE PRESIDENT, HUMAN RESOURCES Leah Landro
CHIEF INFORMATION OFFICER Mike Mikos
SENIOR VICE PRESIDENT, OPERATIONS Bill Amstutz
SENIOR VP & GENERAL COUNSEL Sandra Grayson
SENIOR VP, COMMUNICATIONS Alexandra Raine
SENIOR VP, CORPORATE MARKETING Kate Spellman
VP/GROUP DIRECTOR INTERNET BUSINESS Mike Azzara
PRESIDENT, CHANNEL GROUP Robert Faletra
PRESIDENT, CMP HEALTHCARE MEDIA Vicki Masseria
VP, GROUP PUBLISHER INFORMATIONWEEK MEDIA NETWORK Michael Friedenberg
VP, GROUP PUBLISHER ELECTRONICS Paul Miller
VP, GROUP PUBLISHER NETWORK COMPUTING ENTERPRISE ARCHITECTURE GROUP Fritz Nelson
VP, GROUP PUBLISHER SOFTWARE DEVELOPMENT MEDIA Peter Westerman
VP, DIRECTOR OF CUSTOM INTEGRATED MARKETING SOLUTIONS Joseph Braue
CORPORATE DIRECTOR, AUDIENCE DEVELOPMENT Shannon Aronson
CORPORATE DIRECTOR, AUDIENCE DEVELOPMENT Michael Zane
CORPORATE DIRECTOR, PUBLISHING SERVICES Marie Myers
WELCOME TO THE FIRST ANNUAL BUSINESS ISSUE
of Game Developer , the opening salvo in a series
of specially themed issues readable by and
applicable to all game professionals, regardless of
discipline. Even if you’re not directly involved in
the day-to-day business dealings of your
company, you do care about whether your
company works on licensed games, and just how
development studios interact with the publishers
that own them. Fortunately, so do we.
licensed intellectual property in today’s market
(p. 17). Although some of the traditional
touchstones for this quandary are obvious,
Rogers talks to publishers about their strategy
and analyzes the increasing licensing fees for
non-game IP, pointing out where, why, and how
publishers should license for a balanced portfolio.
BUSINESS AS USUAL
We haven’t forgotten our regular contributors
for this themed issue, and you can still find our
Inner Product, Pixel Pusher, Aural Fixation, and
Game Shui columns nestled happily in the issue,
as well as the regular Skunk Works product review
section and a particularly business-relevant
Thousand Words art showcase, thanks to
Capcom’s crusading lawyer P HOENIX W RIGHT .
In addition, and thanks to popular demand, we’ll
be commissioning more and larger technical
articles for the magazine, and notably stepping up
code-oriented articles on sister website
Gamasutra.com to satisfy recent interest.
A SCYTHING TEAM-UP?
Our postmortem for this month (p. 24) sidesteps
convention, to dissect not a particular game, but
rather, a particular developer—or better yet, a pair
of prominent, now-merged companies: Backbone
Entertainment (D EATH J R .) and The Collective (S TAR
W ARS E PISODE III: R EVENGE OF THE S ITH ). Operating
together as Foundation 9 Entertainment, the
company is now the largest independent developer
in North America. We asked senior figures from the
former companies to discuss both the high and low
points of their respective development firms, and
exactly why they got together. Oh, and it doesn’t
hurt that we got Backbone’s Death Jr. and his
friends into the boardroom, Trump-style, for the
cover image.
E3’S LOVELY PLUMAGE
As I write this, I’m sitting in LAX waiting to return
from this year’s Electronic Entertainment Expo,
and, appositely, the music playing over the
loudspeaker is Fleetwood Mac: “Tell me lies, tell me
sweet little lies.”
For tunately, and aside from press conference
obfuscations, we can most easily get to the
bottom of each console’s relative technical
strengths when we can compare launch titles.
(Besides, isn’t it all about the games, not the
power of the console?)
Separately, and following last year’s post-show
tradition, we Game Developer editors have picked
our favorite games and trends, from O KAMI to
H ELLGATE : L ONDON through S HADOW O F T HE C OLOSSUS , in
an E3-centric Heads Up Display (p. 4).
What we didn’t mention in HUD was our most
disturbing E3 experience, which came about when
SpongeBob SquarePants’ nose became wedged in
the door as he tried to sidle backstage at the THQ
booth. We can handle the post-apocalyptic fire-
eaters and battalions of Roman centurions, but
please-don’t maim our spongiform idols.
STUH STUH STUDIO!
With significant development studio consolidation
over the last couple of years, larger independent
developers like Foundation 9 are becoming a
veritable rarity. Many of the most notable North
American developers are now owned by one of the
big publishers. But what happens post-acquisition?
What are the relative advantages and disadvantages
of bureaucratic and technical independence from
your owners, compared to greater consolidation?
Reporter Paul Hyman talked to acquired studios
and senior executives alike at major companies
such as THQ, Activision, Electronic Arts, and
Ubisoft (p. 10), documenting the contrasting
ways that the studio system can operate to keep
game quality high and employees happy, even
when your developer becomes one of many.
IP EFFUSIVELY
In our final major feature for the issue, Dan Lee
Rogers uses both sales data and real-world
financial estimates to examine the position of
different games created using original and
Simon Carless, editor
Game Developer
is BPA approved
2
JUNE/JULY 2005 | G AME DEVELOPER
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