timelapsemobile.com
Time 2 Play

 
 
 

NEWS

North Bay Business Journal


TimeLapse targets cellular games.

Startup founded by LucasArts
design partner and PC gaming vet

North Bay
$1.25/Since 1987
February 7/ 2005 / Vol. 18 No. 43

BY LORALEE STEVENS
  STAFF REPORTER

NOVATO - TimeLapse mobile, a startup founded by a PC gaming veteran and a LucasArts design partner, may signal a new industry for Marin County's talented soft-ware and multimedia community: cellular content. The startup is focusing on the lucrative gaming segment of cellular entertainment,which includes ringtones, wallpaper, music,and even adult material.
In 2004, $1 billion was spent globally on Cellular gaming, about $200 million-$300 million of that in the United States. In the next few years, the global market is projected to reach $8 billion, according to figures gathered by SofTech, a North Bay high-tech trade organization.

"The U.S. market isless advanced than Europe and Asia, but it's growing quickly," says TimeLapse co-founder Michael Nelson. "Over the last 18 months, we've seen more than $400 million in investment funding flowing into mobile gaming." With a market that large, it's no wonder that handset makers, wireless carriers/ and PC and video game makers are moving quickly to establish a foothold in cellular gaming. But Mr. Nelson and his partner Lawrence Holland believe the market is new enough and volatile enough to offer opportunities to small/ innovative developers.
"The established players tend to look down on what they consider the bottom end of the gaming market/" says Mr. Holland. "But the past year has been a wakeup call as far as cellular content is concerned.
"The cellular phone is now the most ubiquitous computing device in the world. There are one billion handsets in use today. And unlike the relatively slow spread of computer technology/ cell phone life spans are short/ and new technologies and services can be adapted at lightning speeds."
The company expects cellular games to follow the trajectory of PC and video games "but much faster," says Mr. Nelson. "Right now, we think innovators are favored over large, established gaming companies because the medium doesn't lend itself to the memory-rich, graphics-driven,immersing qualities of video games.
"Video games are designed to be played for hours. Cellular games should engage users for five minutes or less/ while they're standing in line or riding the subway."
Staying on top of pop
Mr. Nelson, as president of Hasbro/Microprose during its major growth phase, was responsible for building the Tetris brand line and launched the popular Falcon 3.0 flight simulation program. Mr. Holland has designed and developed computer and video games for more than 20 years, creating some of LucasArts' most successful titles.
The partners are targeting the 15- to 25- year-old demographic with their initial game/ focused on pop culture and designed to appeal to both sexes.
"We started with three focus groups at San Rafael High School, and clearly what they enjoyed most was answering questions that pertained to their own culture and building on their success," says Mr.Nelson.
He and Mr. Holland agree that staying on top of pop culture could be difficult for developers a generation removed from their targets, but they believe that the users themselves will show the way.
"We'll rely mostly on a field team of young people. But in this age of cell phones and the Internet pop culture flows rapidly and is very accessible/" says Mr. Holland.
"Once we attain a critical mass of users, their feedback will tell us what direction the culture is taking."
Interest is key, TimeLapse will market its games initially to the wireless carriers using a publisher/distributor model.
"Eventually/ cellular gaming will transcend the carriers and be marketed directly to users through Web portals or publishers" predicts Mr. Holland. "The current carrier purchasing model is flawed because it's very difficult to select and buy a game by reading a six-line description on a phone screen/ unless the title/ like Tetris is familiar."
According to Michelle Bushneff vice president of production for the mobile phone applications developer Digital Chocolate small companies like TimeLapse will find it difficult to catch the eye of the Verizons and Cingulars.
"The time is past when the carriers would consider dealing with more than a handful of developers unless they have a recognizable title. Small developers will
be better off selling to agencies and aggregators that supply the carriers or [to} companies like Digital Chocolate which will distribute work by innovators" she says.
"But innovators are a long way from being squeezed out by established players. It doesn't matter how much money you have if you can't interest the carriers in a cellular game."

However, TimeLapse has already sparked some interest from major carriers, according to Mr. Nelson. By March, the partners hope to show their game at the CTIA (wireless) show in New Orleans.

"Our goal is to have a finished product by September, at which point we'll seek venture funding," he says. "Another goal is to demonstrate that small companies with strong ideas still have a shot at big markets. And if there's one cluster of designers that can do it, it's here is Marin County."

For more information call 415-455 8062 or visit www.timelapsemobile.com.

# # #

Public Relations Contact:

Shital Mehta
Shanth Interactive
415.623.2036
E-mail: smehta@shanthinteractive.com


 
 | About | Games | Hot | Buy | Sitemap |