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12 frågor
till G5 Entertainments VD Vlad Suglobov, (11 nov 2006)
How long time does a typical mobile game take to develop for G5?
We had mobile projects from 2 to 8 months of development cycle. Our
typical blockbuster mobile game project falls within 5-6 months range.
How many percent of the staff is leaving and is replaced per year?
~25% which is ok for our industry and size of the company. Given that we
are around 40 people size, it means ~10 people leave and are replaced during
the year. So far we want to keep this rotation, as it is very creative
industry and we want to enrich the team with the “fresh blood” on regular
basis.
Missile Crisis have been successful on Verizon Wireless selling charts, can
this contribute so the result will be larger then the forecast for 2006?
The answer is we don’t know yet, but most probably it won’t affect 2006
results significantly because of the delayed remittance of funds from
operators to publishers and quarterly reporting. We are yet to receive first
royalty report from the publisher.
How well spread in time are the payments (project and royalty) from the
customers in general, monthly?
Advance payments are usually tied to the major milestones like contract
execution, first playable version, Alpha version, Gold Master, rather than
designed to be monthly or weekly. Usually for a mobile project in
development we have at least one, sometimes two milestones (and
corresponding payments) per month. Typical conditions for royalties are
delivering royalty report and remitting funds once per quarter.
When can we expect any information about new contracts?
As soon as we can share such information. We are going to have news very
soon.
When can we expect to see casual games for PC and consoles from G5?
We are working on entering this space, and we see progress in this
direction. If it continues successfully you will see casual PC games from G5
before summer 2007.
Will G5 self-finance the own produced games for the distribution deals?
The strategy at the moment is to finance own produced games to the
playable demo stage and then seek publisher funding and distribution to
complete and distribute the game on revenue share conditions.
G5 games are not visible on Nazaras web page, have the deal with them been
successful so far?
Nazara is working on porting G5’s games to popular handsets. There are
quite a few handsets to cover. Games were not released yet.
There have been some negative press in Russian game forums about Whirlwind
of Vietnam, has the launch been successful?
One can rarely see any positive comments from Russian game community
after the release of the project, especially simulation one. This is really
special about Russian PC games enthusiasts compared to other countries. We
are still waiting to see gaming press reviews on the game. The game was
designed to be niche helicopter simulation title, and we were realistic with
our expectations from the launch. We are yet to see long-term sales.
The publisher IDDK and G5 seams to work very closely with the game community
on the PC game T34 vs. Tiger, what are your expectations for that game?
We see certain potential in this product as this niche is underserved in
our opinion. We do our best to deliver the best tank simulator available on
the market. The primary audience is hardcore players of course but the game
will also have simplified controls for less experienced players. Previous
releases in this genre did very well in Russia, G5 and publisher want this
trend to continue.
Will G5 continue with full price PC games and further develop the game
engine “NAPALM”?
We are more enthusiastic about high quality casual PC games where we see
interest cooperating with G5 from larger international publishers, rather
than local Russian players. We do not build our strategy on full-price PC
games development, as this market although dynamic in Russia is stagnating
worldwide. Continuing with NAPALM and full-price PC games will be based on
whether we see opportunities to do so. The deciding point will be when T34
vs Tiger is released.
Is it a typing error on the G5 webpage or is there any reason why you own
one share less then the other two in the management? I’m just curious.
We wanted to have equal shares in the company but there was an even
amount of shares to be divided between three of us. Someone had to take 1
share less, and I volunteered. So this was caused only by math.
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