Tom Crago on the GDAA and GCAP
News from Yug - November 18th @ 12:45pm
Tom Crago is a very busy man. Not only is he the CEO of local game developer Tantalus Studios, but he is also the president of the GDAA (Game Developers Association Australia).
With the upcoming GCAP (Game Connect: Asia Pacific) conference happening in Brisbane this week, I thought it would be a good time to talk to Tom about some of the more relevant and topical issues regarding the event and the association.
Yug: First of all Tom, cheers for taking the time out for a bit of an interview, I hear things are going well with Tantalus – expansion into Queensland is the word on the street, is that on the money?
Tom: Always a pleasure Yug. It's true that we are opening another studio... but we haven't yet announced where (edit: actually as of this going live, I recieved a press release stating they are officially moving into a studio in Kelvin Grove, Brisbane!). Stay tuned as all will be revealed in the next few days. And indeed, we're happy with the way things are tracking. We just released our latest DS title (Spyro) and we're presently working on 4 other games, on DS, PSP and Wii.
Yug: How are things going with the GDAA since Mike McNabb took over Greg Bondars position earlier this year?
Tom: Actually Mike didn't directly replace Greg. Mike came on board earlier this year as COO, and has remained in that position. Come 2009 we'll have another look at the structure of the organisation. There's a lot happening in the Australian industry at present... all we can really try to do as an industry association is offer the best service possible to Australian game developers.
Yug: Apart from hosting GCAP, which we’ll get too soon, what other responsibilities does the GDAA currently have?
Tom: GCAP really is the big one right now. It is an enormous amount of work and really is the primary focus at this time of year. That said, we continue the push with the Federal Government for a better deal for the industry. We're also helping the IEAA with the R18+ issue. In addition, we're planning our international presence for 2009 at GDC and quite probably E3. On my desk at the moment are the draft guidelines for a new set of initiatives from Screen Australia. We're trying to ensure that there is money available for game developers as part of these programs.
Yug: Not all game developers are part of the GDAA – Krome, Pandemic and Creative Assembly seen as some of the more prolific non-members. Why is that? Do they not see enough benefit in being members?
Tom: Pandemic and Creative Assembly have a history of being involved in the GDAA and are supporters. Krome are kind of on their own trip at present. That's fine, we're all still friends.
Yug: Does their non-involvement play a part in the effect the GDAA can have when it is supposed to represent the game developers in Australia as a collective whole?
Tom: I don't think so. It would be great to have everyone on board, but it's very rare to get that, in any industry association.
Yug: One thing that continually confuses me is the call for the 40% tax break offered to the film industry that the games industry misses out on. How significant is this really – I have people I know in the film industry that say the rules inflicted upon them by this tax break is often more of a hindrance than a benefit.
Tom: The rebates would absolutely help the local industry. We always talk about wanting more Original IP development in Australia, but of course we know that making an original title costs a lot of money. The Producer Offset would make it infinitely more attractive for private investors to put their money into game development. In this way, we'd see more projects funded, and a significant expansion in the size of the industry. The system for film at present is somewhat complex... but ultimately it would great for the games industry if we were able to be included within that system. IIt would also be nice to be recognised as a legitimate participant in Australia's screen culture, which at present we're not.
It's important to remember also that we're not asking for a handout here. Many in the film industry are starting to voice opposition to the offset because, frankly, there exists among many in that industry the expectation that the Government will simply provide funds without more. Personally, I like the offset model, because you still need to convince an investor that your project is commercially viable. We're pretty good at commercial viability in the video game industry.
Yug: Can you give us a brief look into the future of the GDAA and what goals you’ll be looking to kick in 2009?
Tom: Sure. We have five things to focus on next year:
- Promoting Australian developers overseas (we'll be developing a new brochure, and new promotional movie)
- Running a world-class conference (GCAP)
- Attending international trade shows (will include events at GDC, E3, and a European trade show)
- Government. (Continuing our lobbying effort with the Federal Government)
- Skills. (Taking the next steps to ensure the current skills shortage is addressed)
Yug: The Game Connect: Asia Pacific (GCAP) conference will be running up in Brisbane from the 19-22 November. Can you tell us a little bit about the event and the purpose to which it serves?
Tom: The GDAA runs the conference as a service to all Australian developers. It's an opportunity to network, and to learn from our peers and colleagues both here and overseas. We'll also have a number of international publishers in attendance, and you can bet that some deals will be done in and around the event. GCAP is a great event, and this year we're on track for a record number of attendees. Registrations are still open at
www.gameconnectap.com
Yug: What parts of the conference might entice skilled developers already working in the games industry to attend?
Tom: The program is very varied. On the technical side, you can't miss the very focussed presentations from international speakers from Microsoft and Sony. There are a number of design sessions and panels, on the art side we have internationals from Autodesk, while mobile developers absolutely must see Dan Scott from Nokia talking about the future of the touch interface. We try to make sure there's something for everyone.
I'm personally really happy with the Key Notes this year. Zareh Nalbandian from Animal Logic is a guy maybe better known in the film and television industries, but his company recently announced a move into video games. We have Jay Wilbur from Epic, and of course Yahtzee talking about game design.
Yug: GCAP is known for its yearly awards handed out in multiple categories to local developers for their games released this year. How are the nominee’s decided, and how are the winners chosen.
Tom: Each year we have an independent panel of industry experts that determine a short list, and ultimately winners in each of the award categories. I hope you're somewhat across this Yug, as you're on the panel this year! I'm sure the decisions are never easy. Winners are announced at our annual Awards Dinner, which this year is on the Friday night of GCAP. It's a fun night, and a good opportunity to honour the best Australian developed games of the year
Yug: Who are you putting your money on to win this year?
Tom: Well, Puzzle Quest dominated last year and thankfully for the rest of us Infinite haven't released another title during the nomination period... deBlob has been the critical success of the year so you'd have to expect that to do well. Ultimately, though, it's up to the judges.
Yug: I’ve always done my best networking when under the influence – what are the social programs on the agenda?
Tom: GCAP is a very social event. The Awards Dinner is the big one, but this year we also bring on board Epic as the sponsor of the Welcome Reception on Thursday night. That's poolside at the Hilton, and it promises to be large. In addition, all GCAP delegates will be guests at the Game On Launch Party at the State Library in Brisbane on Saturday night. There are also a handful of 'behind the scenes' VIP events that happen over the course of the conference. My liver is very likely to need some time out by the time I get back to Melbourne on Sunday.
Yug: I hear you’ve got Yahtzee doing a keynote speech at the end of the show – are you sure you’re prepared to deal with his myriad of fans that will no doubt storm the conference?
Tom: Yeah we're planning on just handing him over to them at the end of his session. Sure, he can review, but how fast can he run?
Yug: And finally, surely you would agree that the most thrilling, entertaining and must-see panel would be the Ask a Publisher: Q&A on the Saturday, right?
Tom: Of course, and it's been remiss of me not to mention it up until this point. Obviously it was a shame that our first nine choices to host the session were unavailable, but great all the same Yug that you were able to step in. Seriously, it will be a good session. I hope you take the opportunity to ask these guys some tough questions. It's a star-studded list of international panelists.
Yug: Top stuff, once again Tom thank you very much for your time, and I'll see you at GCAP!