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Welcome
to the Next Level
Adam
Levesque spent much of his childhood hunched in front of a console,
gleefully shooting down space aliens and exploring the twists and
turns of a computer-generated maze. "I played computer games all
the time - I mean, day and night," Levesque, now 34, recalls. A
wasted youth? Not if you consider that his childhood obsession led
him to his present career as CEO of Blue Fang Games, a Lexington,
Mass.-based game development company he founded with three buddies
in 1998.
At
Blue Fang, Levesque is now hard at work directing the production
of the company's first game, "Zoo Tycoon," set to be published by
Microsoft this Christmas.
Levesque
and others like him provide the raw material that fuels the $6 billion
annual global interactive game business, an industry that includes
games for home computers as well as titles for specialized systems
such as the Sony Playstation. Software publishers such as Microsoft
and Sony rely on development companies like Blue Fang to meet consumers'
demand for interactive entertainment. Levesque said it's "very difficult"
to land a contract with a publisher, especially for new firms."
The
reason Microsoft looked at us at all is because people on our team
had worked with Papyrus [an established game development company],"
said Levesque, who spent several years as a game tester and project
director at Papyrus before starting Blue Fang. "That's not what
got us the contract, but it helped get our foot in the door."
"[In
game development], you have a ton of companies all trying to sell
their games to [relatively few] publishers," says Tom Dusenberry,
former president of Hasbro Interactive and cofounder of Call IT
Entertainment, a Beverly, Mass.-based wireless game publisher. "It's
much safer for a publisher to go with a game with an established
brand. Getting a publisher to buy an entirely original game is extremely
difficult, just because putting out something completely new is
such a high-risk enterprise."
The
people who start game development companies don't do it because
it's easy, though. They do it because it gives them the chance to
build a career around their passionate love of games, which often
dates back to their earliest years. "I was making paper-and-dice
baseball games when I was five years old," said Clay Dreslough,
cofounder and president of Medford, Mass.-based Sports Mogul, a
developer of baseball and football season simulation games. "Even
now, I can't go to sleep without having ideas for the game pop up
in my mind."
Dreslough's
story illustrates the rocky road game developers must often travel
on their way to establishing themselves in the industry before they
can become millionaires. "When my wife and I started the company
in 1995, we paid for it out of our own pockets," said Dreslough.
"I stayed home and wrote code while she worked part-time." The pair
sold their first game, Baseball Mogul, to the California-based publisher
Mindscape. But in mid-1997, just before the game was due to be released,
Mindscape was bought by another company and the project was scraped.
Fortunately,
Sports Mogul had already received enough revenue for Dreslough to
make "a bunch of copies" of Baseball Mogul and offer the game for
sale through ads in game magazines and on the Internet. A second
version was produced, and then a third, before the product hit another
snafu.
Sports
Mogul now sells its products - including the version of its baseball
simulation game, Baseball Mogul 2002 - exclusively through the Internet.
Dreslough is now looking for investment capital to grow the company.
Finding
money to get through lean times is a problem faced by virtually
all game development companies, especially at the very beginning
when they must somehow find the resources to develop demonstration
products without having sold anything. Many founders, such as Dreslough,
will sink considerable amounts of their own earnings into their
budding enterprises. In addition, a company can pursue creative
staffing and compensation options to bring necessary people on board
at minimal cost. It is a long road to becoming a millionaire.
"When
we started in 1999, we went on the Internet and found some people
who were willing to trade programming for design," said Kimberly
Unger, cofounder of South San Francisco-based Peekaboo Software.
"A lot of startups have just programmers or just artists, looking
for people to do the other piece," Unger explained. "By trading
services with a team of programmers, each of us got what we needed
without having to spend a lot of money."
The
hard truth in the game development business, as with any other business,
is that the people in the company won't start earning serious money
until their products start to sell. "A brand-new game developer
should expect to earn nothing," said Call IT Entertainment's Dusenberry
flatly. On the other hand, an executive at an established development
company with a major hit or two under its belt can cash in big.
"[Hasbro] scored a big success with a game called Roller Coaster
Tycoon," Dusenberry said. "The guy who developed it made millions
from that one title alone."
The
prospect of making millions, however, is not what drives people
like Levesque, Dreslough, and Unger to spend so much time, money,
and effort into developing games. For them, the driving force is
the chance to bring their ideas to life. "I'm not making as much
money as I would if I were writing databases," said Dreslough. "But
if I were doing that, I wouldn't be able to have my vision out there."
"When
you look at the financials, in terms of what you have to do to make
money, you'd be crazy to try to start your own company," said Levesque.
"It has to start with a love of making games - that's what allows
you to keep going and put in all the extra hours you need to make
it work."
So
if you love games, have a blockbuster idea that won't let you sleep
at night, and are prepared to deal with the ups and downs of running
your own business, find yourself a team of designers, artists, and
programmers...and dream on!
See
how long it takes a computer game guru to become a millionaire with
Salary.com's Millionaire
Maker.
Junko
Kaji, Salary.com Contributor
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