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GDC: Brash not interested in acquisitions

Despite a significant level of funding, Brash Entertainment isn't about to get caught up in acquisitions any time soon

Despite a significant level of funding, Brash Entertainment isn't about to get caught up in acquisitions any time soon.

"We absolutely will not buy developers or build internal development teams," said CEO Mitch Davis.

"That is a strategy which has worked well for EA, Activision, THQ, and other publishers in the industry, but that is not our thing,

Brash, a company set up in 2007 by principals with backgrounds in both the film and the gaming industry, is content with its current mission — to be the leading publisher of licensed properties.

With no in-house development teams, the company is positioned to be one of the largest supporters of independent developers.

According to Davis, Brash will invest USD 250 million a year on independent development.

The company, which will only make movie-based games, plans to bring 40 licenses to market over the next 4 or 5 years and already has properties it is working on for 2010 and 2011.

"We offer a unique opportunity for collaboration between film studios, directors, and talent on movie properties and the best talent in the videogame marketplace," Davis said.

Considering the bad rap given to many movie-based games, many people appear skeptical of Brash's focus. Indeed, Davis said that one of the questions he is most often asked is whether or not he believes they can make good movie-based games.

"Great ideas that have good story arcs, great characters and this natural notion of gameplay to them can make great games," he answered.

"We fundamentally believe if you get these types of opportunities you can make great games."

There are two caveats, however - the company needs to have enough time to develop a decent property, and it needs the creative freedom to do something really special with the game.

According to Davis, Brash looks at approximately 12-15 properties a month of which it might choose one. The company is always looking for the game opportunity in a script or movie idea.

"It was great watching 300 in the theater," he said.

"But you wanted to be one of those guys. You wanted to be in it. That's what the game can do. It can take you into [the film's world]."

Brash spends a lot of time determining which development studio is right for each property, and has already established some great partnerships on the development side. It intends to expand its portfolio of partnerships over the next few years.

The company is also fortunate to have a broad set of relationships across the Hollywood environment with studios such as Fox, Universal and Warner Bros. — the latter of which handles Brash's distribution.

Davis did not seem concerned with Warner Bros.' recent acquisition of Traveler's Tales and whether or not Brash might end up competing for some of the Warner franchises.

"We're not competitive. We're partners. And I think that is a very important part of Brash's business going forward," he said.

The company prefers its current business model and is not interested in developer acquisition. Neither will it waiver from its fundamental belief that great games can be created around movie-based licenses.

"We absolutely believe that if you take the best of Hollywood talent and put it with the best gaming talent around the right property, you can and will make a great game."

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