Entrepreneurship is in the blood. MBA programs make good managers. Drive makes good entrepreneurs.
-Me. Now write that down.
Glad to have you with me today!
This journey that we are about to share is one that needs background. Lets talk about what it is I do and where I plan to go.
Long story short, my current focus is on independent game development…
I run two development studios:
Injoy Games – www.InjoyGames.com - casual game titles
Weapon Studios – www.WeaponStudios.com - core gamer products
In addition, I have also launched a new portal geared towards a hardcore gaming audience:
Game Garrison – www.GameGarrison.com
These companies are operating as virtual companies, allowing me to manage each entity carefully and be fully in control. In addition to these, I am branching out into different fields to diversify and I’d love to share another of my upstart companies with you, but I can’t, just yet. It revolves around TV programming, that’s about as far as I can go for now. But trust me, stick with me here and you’ll be the first to know what the ‘next big thing’ is.
Lets talk childhood…
Since the age of 8 my mind has been into creating a company. Some kids ask for toys or games for their birthday – I asked for office supplies. No joke.
Back in elementary school, I used to carry a briefcase packed with rocks, homemade necklaces, custom drawn Street Fighter folders, pencil grips, and whatever else you could imagine no child actually needed. That was my first taste of real commercial success. You know you’ve penetrated a market successfully when you call up one of your repeat customers and their mother asks “Your not going to sell my son anymore rocks now are you??” Yep, I was living large.
At 12, I got a hold of my fathers Palm Pilot I and put it to better use – games. I quickly got attached to the only RPG available for the system called Kyle’s Quest. This was one of my first tastes of true indie gaming. The author was nice enough to give me a free copy and I quickly got to work on developing levels for the game. It was later released as a retail product, with two of my campaigns included. Though not a success in the stores, it exploded online.
Around the same time, I dabbled in web design and met another like-minded designer. We got a job to develop one hundred template pages and were promised roughly eighty thousand dollars – needless to say, that was my first taste of getting burned. Like any entrepreneur, you go through plenty of these before you hit the sweet spot, better I received it early on.
At 13, I got much more interested in game development. I was into MUDs early on and got a taste of programming and designing in a couple of systems. I tried my hand at a slew of languages – qbasic, visual basic, c, lpc – but I never had patience to dive in deep. So that’s when I decided that I wanted to be a producer instead – problem was, at 13, I didn’t know what exactly a producer was. To top it all off, as all good game developers know, your first project is supposed to be a killer app MMORPG.
A virtual team of roughly a dozen people was assembled and work set out. As soon as it dawned on us the daunting task ahead, work ceased as fast as it began. Next strategy, 3d action RPG. The thing you don’t realize when your first starting out is there is a clear chronological order that you go through when developing the game. The sad truth, despite popular opinion, you DON’T want to develop cinematic cutscenes and music scores before you even know how the game will be programmed. Write that down too.
Next project was initiated by a team mate that found a casino chain that was interested in a multiplayer FPS for in-room gameplay. The initial offering was $10K – and at the age of 14, that’s a lot of money. So we scrambled together and started concepting. A week later, we hear the casino pulled out of the offer – it dawned on them that if people are IN their hotel room and not down in the casino, they are actually LOSING money. Ah, brilliant.
A bit later, I began talking with a soon to be notorious Netherlands publisher called Crystal Interactive. Being young and involved in the game development scene, I ended up working with them and acting as a junior acquisitions manager. I’d find and sign new developers to have their products published with them. Unfortunately for both of us, they never paid me or the developers that they published with. It was a bit scandalous.
A couple years passed…mainly puberty. Or was it girls. In any case, development work took a hiatus for a bit. Senior year of high school I buckled down and set in motion the future of my work. After years of being involved in failed projects and broken promises, I decided that if I wanted something done right, I had to do it myself.
I grabbed a copy of Multimedia Fusion (www.clickteam.com), nabbed some concept sketches and art from past projects, and set to work to develop a cyberpunk game in the vein of Dope Wars called Tokyo War. The project took only a month or two and I did all the scripting with MMF, while contracting out sound effects for about $20. A bit rough around the edges, but I had done it – a complete game.
This is where the true fun of independent development comes in.
Self publishing is a big step for anyone. It takes a lot of time and experience to really know the best way to go about it. Luckily I was in a situation that allowed me the opportunity to give it a go and make mistakes.
I launched WeaponStudios.com and solicited for web designer to give it the look and feel I wanted. Fortunately, I was able to find someone looking to build their portfolio so I got it for free – try finding that these days. Tokyo War was up on the site and sold modestly. But the fact remains, it DID sell! Several hundred bucks came in handy and pushed me to get rolling on the next project.
So here I was off to my first year in college. Now, what kind of game could a college kid make? Or rather, what kind of game could be SOLD to those same college kids?
That was the day that Dope Farmer was born.
Two months of work, splitting eventual profits with another programmer, artist, and musician. We had a hit on our hands.
So, the school I went to is known for its co-op program. Time for my first co-op. I flew home to Atlanta to interview with a large insurance broker which seemed to be promising. The afternoon after the interview, I receive an email from Atari asking everyone to come out for an info session. After confirming that I could get a face to face interview that day, I made the last minute decision to hop the next (6am) flight there to make it in time. Early morning plane to subway train to commuter train to taxi – made it with only minutes to spare before it started.
As soon as I walked in, I sat down and waited. The HR manager asked my name, and upon hearing it, left everyone in the room and rushed me to the second floor to meet the Executive Producer. I chatted with him for about ten minutes – games I liked, what I didn’t like, what’s wrong with games today, etc. I left him a demo disc, but I seriously doubt it was ever looked at.
Long story short, the position was for Marketing Asset Manager – which I didn’t get.
But the story doesn’t end there. Instead of that, a new position was created specifically for me in Product Development – eventually turning into an Associate Producer role. Needless to say, working at a video game company beat out working with risk management for an insurance company.
This was a six month experience and I left with a little more than some free games:
Credits:
Atari Anthology (Producer) – Xbox/PS2
Roller Coaster Tycoon 3 (Associate Producer)
Axis & Allies (Assistant Producer)
Not bad for a co-op.
The studio closed only weeks after my departure – Coincidence? I think not.
I’d love to say that it was my sheer skill and strength that kept the company together, but it was probably all my mistakes that caused the eventual collapse. At least that’s what they tell me.
In any case, it was a good experience and nice to see the retail game dev world from the publisher perspective.
So back to school I went. Trudged through another semester of classes and then began my co-op search once again. I wanted to experience games from the game developer side this time around. I interviewed at Irrational Games (SWAT 4, Tribes 2, Freedom Force, System Shock), Turbine (Ashron’s Call, D&D Online), and Floodgate Entertainment (Age of Empires PocketPC, Madden Mobile, Neverwinter Nights Mobile).
I got offered a position at all three companies. They all varied (remember, co-op don’t get paid much, if at all) but ultimately I landed on Floodgate. Wanting to do the whole indie thing, I figured I might as well join a truly independent company.
I had a fantastic experience there and met some really great people. I saw development from the mobile perspective this time around and talked up casual games as often as I could. Little did I know, this paved the way for Injoy Games to go full-time.
Flash forward six more months. Back to school, getting through my final semester and ending up developing and pitching my business plan for our capstone entrepreneurship course. Finally – graduation! Time to face the real world…
I land a contract for Injoy Games to work with Floodgate on development and here I am. Full-time game developer, working on a contract game, developing our own IP, expanding our portfolio into other sectors of the market, and adding to my own portfolio of companies (TV TBA project).
That’s enough for one day.