June/July 2005
>> THE FIRST ANNUAL BUSINESS ISSUE JUNE/JULY 2005 THE LEADING GAME INDUSTRY MAGAZINE >>STUDIO STANCE >>LICENSE TO PLAY? >>E3 HIGHLIGHTS DEVELOPMENT STUDIOS, DEAD PRESIDENTS, INSIDE THE FILTH POST-ACQUISITION GAME ADAPTATIONS AND THE FURY STUDIO POSTMORTEM: A COLLECTIVE BACKBONE $5.95US $6.95CAN 07 0 71486 02133 9 DISPLAY UNTIL AUGUST 16, 2005 []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 10 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 24 hardware generation rapidly approaches. By Dan Lee Rogers STUDIO POSTMORTEM 24 A COLLECTIVE BACKBONE: FOUNDATION 9’S DEVELOPMENT DREAM 17 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.
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