What do video game companies need to have if they want to become successful animation producers?
They still need a “network” enabling them to agree to large (U.S. $10 million) financing plans quickly. However, they are fast learners! Some of them are successfully positioning themselves in the young adult cartoon market. At the last MIPCOM, Chaman, a new gaming and animation company created by Denis Friedman, the former chief executive of Psygnosis France, attracted Asian partners and video producers for the direct-to-video production of Gaina, a 52-minute cartoon adapted from a game which is still in production. Which products are the easiest to convert? Only a limited number of projects in either sector exist in both media (one game in forty, according to Infogrames). Genuinely international-scale, action-adventure games and cartoons particularly lend themselves to this, but some products for specifically targeted groups such as young children and young adults also deserve to be mentioned. Aren’t the gaming worlds out of line with the requirements of cartoon broadcasters? Some br