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Daydream Software AB


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Daydream Software AB
Box 239

SE-901 05 Umeå
Suède
Tél. : +46 90 - 70 66 70
Fax : +46 90 - 70 66 79
info@daydream.se
http://www.daydream.se
Création : 1993
Effectifs :
CA () :

Informations générales

Mise à jour : lundi 12 mai 2003

Daydream in a nutshell

Daydream is not a computer games developer. Daydream is a production company for interactive entertainment. Our strength is in our deliberate choice of developing entertainment software together with external creations companies and technology units. Our focus is on conceptualisation, sales and project management. Games development is no longer a task for a group of individuals under the same roof. Just as in the motion picture industry, Daydream will engage competences such as screenwriters, composers, programmers and artists when needed. In this way Daydream can assemble a dream team in co-operation with a customer/publisher. The value of game development is design, sales, execution and most importantly the closure of the vision.


The games development industry in a nutshell

The complexity of games technology and visuals today compared to the early days in the 80’s has gone through a massive evolution. If we compare it to the film industry we have journeyed from silent movies with Charlie Chaplin to the levels of Minority Report with Tom Cruise or Titanic by James Cameron. All this in less than 20 years. Now the only problem is that games development and its business making mechanics are applying the rules and norms as if it were still making Charlie Chaplin movies. There has never been a more lucrative market out there but still both publishers and game developers go under. Daydream is changing this. We are not only the first real production company but will ensure to be the best in the world by adapting the movie industry model of creating new and exciting interactive entertainment for a global market.

A company can only control its costs. Sales are uncontrollable. Most game developers of today aim to have a large enough development body and high head count in order to split risks. They overlap projects to create a flow of revenues. Often design departments or prototype teams within these organizations are very small as overhead costs further cut the small margins. The delay of 2-3 sales in a year is often a risk exposure to the extent that it can bring an entire company of 50-150 people into insolvency due to its high staff costs/burn rate. Project delays lead to increased costs. A delay in sales will cut down revenues. Being burnt from both ends accelerates the inevitable.

The last two years we have seen large development studios heading into severe problems due to radical market changes where consumers and therefore publishers have become more selective and demanded higher quality. In order to catch up and meet the market demands for high profile games in terms of content, depth and quality, developers initiate large teams (25-50 people) to work on games for 16-24 months. Most often these projects are high risk for the publisher who steers the payment schedules to be very back heavy in terms of financing. In order to finance the large project, the developer takes on small, low budget and quick consultancy work such as conversions of already released games. These projects need staffing so the developer urgently employs people that, due to the short notice and low budget, are often junior or mediocre in knowledge and competence. The know-how is diluted within the company. Senior people leave in search of the passion and creative aspects of great games. The developer is stuck in a spiral of immature growth where adding resources to create business is seen as the only way up, while it is indeed the only way down.

Peter Zetterberg
CEO, Daydream Software AB

Contacts

 

Poste Nom Téléphone Fax Portable
Standard +46 90 - 70 66 70 +46 90 - 70 66 79
CEO Peter Zetterberg

Actualités  
-

Emails

 

Poste Nom Mail
Standard info@daydream.se
CEO Peter Zetterberg
finans@daydream.se
work@daydream.se

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