Michael Henry shifted uncomfortably in his chair, his ocean-blue eyes darting to his father for reassurance. The quarterly earnings report was a critical moment, and this time, he was at the helm. No amount of preparation seemed to settle the flutter in his stomach, yet he knew this was a pivotal moment not only for him but for Blue Star Interactive.
Across the room, Daniel Williams, the head of Noir Trending, sat at the end of the polished conference table. His light blonde hair, neatly styled, gleamed under the fluorescent lights, and his calm, approachable demeanor did little to ease Michael's nerves.
Michael straightened his back, took a steadying breath, and spoke. "Thank you, Mr. Williams, for this opportunity to present our progress. I'll be sharing our earnings and a few key updates regarding Blue Star Interactive."
The room grew quiet as Michael launched into his report. "As you all know, our first title, Castle Wolfenstein 3D, has been a remarkable success. We've sold approximately 25,000 physical copies and 3,000 digital copies across console and PC markets. At $49.99 per unit, this has generated a total sales revenue of about $1.4 million."
There was a ripple of murmurs as Daniel and the other attendees exchanged looks, eyebrows raised at the impressive figures. For a team as young as Michael's, such numbers were unheard of.
From his seat, Harry, nodded appreciatively at Michael well presented speech.
Thanks to the release of Friends and Who Wants to Be a Millionaire.Both shows had been breakout successes, with Friends becoming a cultural phenomenon by its eighth episode. Harry's team was already fielding advertising deals and merchandising offers, but even he couldn't deny the youthful ingenuity driving Blue Star Interactive's ascent.
Harry couldn't help but sigh in relief at his current situation, especially since *Saw* had finally caught the attention of major studios here in the States.
After months of effort from his team to secure a meeting to showcase the film, too various studios.
Michael continued, his voice gaining steadiness as his pride in the team's accomplishments outweighed his nerves. "We recently launched Episode Two, which has received overwhelmingly positive feedback from players. We anticipate this will drive additional sales and further engage our audience. We're also collecting user feedback through a new initiative: our website."
An older gentleman with salt-and-pepper hair leaned forward, narrowing his eyes. Malcolm Chastain, a long-time investor, raised a hand. "Website? Could you clarify what you mean by that, young man?"
Michael hesitated for only a moment before responding. "Of course, Mr. Chastain. A website is essentially a digital storefront or hub on the internet. It's a place where players can access information about our games, leave feedback, and engage with us directly."
"The internet, you say?" Malcolm asked, his tone skeptical. "And this is something we should concern ourselves with?"
Michael nodded, meeting the man's gaze. "Yes, sir. The internet is an emerging network that allows computers to connect and share information. While it's still in its infancy, we believe it will become a powerful tool for marketing, communication, and engagement. By leveraging it, we can reach a broader audience and gain insights that were previously impossible."
Daniel leaned forward, his interest piqued. "You're suggesting this could be a game-changer for reaching players and staying connected with them?"
"Exactly," Michael said, his confidence growing. "We're building a user-friendly website as a foundation for our online presence. In the future, we plan to expand into online advertising and potentially social media platforms. It's an exciting avenue with immense potential."
Malcolm frowned thoughtfully. "But how did you gain access to this... internet? It doesn't seem widely available."
Alex, decided to chimed in here smoothly. "We applied for permission to explore commercial uses of the internet through an academic pilot program. By providing feedback and data, we've secured access to this new technology."
Malcolm nodded slowly, still processing, but Daniel smiled. "Well done. Innovation like this will set you apart in the market. Keep us updated on the internet initiative—it might be worth investing in."
Michael exhaled silently, a wave of relief washing over him. "Thank you. Now, regarding our next project—Grand Theft Auto—we're targeting a launch in seven to eight months. This is our most ambitious project yet. We're focused on creating an semi open-world experience that offers players unprecedented freedom and immersion."
Mark, leaned forward, and decide to add in his on thought's here. "The open-world mechanics are shaping up to be groundbreaking. And we all believe designing the game world to feel alive, with dynamic interactions and endless possibilities for the player."
"Feedback from Episode Two shows players are eager for something bigger," Alex added. "We're confident Grand Theft Auto will be a hit."
Daniel nodded, his approval clear. "You're on the right track. Keep the momentum going, and don't hesitate to share any roadblocks where we might assist. Michael, you've done an excellent job leading this discussion."
Michael's heart swelled with pride. As Daniel turned to the next presenter, he sat back in his chair, knowing that Blue Star Interactive's future was brighter than ever.
As Michael concluded his presentation and took his seat, all eyes turned to the youngest co-founder of Blue Star Interactive, Alex Williams. Despite being only 12, Alex's sharp mind and strategic approach to game development had already earned him respect within the studio. He stood confidently, glancing at his notes before addressing the room.
"Thank you, Michael," Alex began, his voice clear and steady. "Now, I'd like to discuss our next big release, Mortal Kombat. The game is finished and is currently in the midst of its promotional campaign, with a primary focus on arcade hardware."
A murmur of interest swept the room. While Castle Wolfenstein 3D had proven Blue Star Interactive's capabilities, Mortal Kombat was a bold step forward, aiming to dominate the arcade scene with cutting-edge graphics and gameplay.
Alex continued, "We've worked hard to make Mortal Kombat a standout title. Its fluid animations, engaging combat mechanics, and unique character designs set it apart. However, we're aware that the game's graphic violence has raised some concerns."
At this, Daniel Williams, CEO of Noir Trending, leaned forward, his gaze fixed on Alex. "You're right, Alex. The level of violence in Mortal Kombat has drawn attention, not just from players but from parents and certain advocacy groups. How do you plan to address this as the game launches?"
Alex nodded, prepared for the question. "We understand the concerns and take them seriously. The violence in Mortal Kombat is stylized and exaggerated, designed to match the game's over-the-top tone rather than encourage harmful behavior. That said, we're actively exploring the implementation of warning labels on promotional materials and arcade cabinets to inform players about the game's content."
Daniel arched an eyebrow. "That's a start, but what if there's backlash? This could lead to broader scrutiny of your studio."
Oliver Williams, Alex's father, interjected. "I've seen the measures the boys have discussed, and I believe they're approaching this responsibly. We'll work with distributors to ensure the game reaches the intended audience."
Alex nodded in agreement. "We're also monitoring feedback and remain open to discussions about additional steps, such as parental controls or guidelines, as the industry evolves."
Daniel relaxed slightly, though his expression remained serious. "Good. As your uncle and an investor, I want this game to succeed, but it's critical to stay ahead of potential controversies. Let's keep this conversation ongoing."
Alex thanked him before moving on. "In addition to Mortal Kombat, I'd like to talk about another project we're excited about: SimCity. This game, led by Will Wright, is set for release next February. It's a city-building simulation where players take on the role of a mayor, managing resources and making decisions to develop thriving cities. What's unique about SimCity is its educational value—it's a game that challenges players to think critically about urban planning and problem-solving while still being engaging and fun."
Mark Hunter leaned in, adding his perspective. "What's great about SimCity is how it appeals to a broader audience. It's not just for gamers—it's for anyone who enjoys creative problem-solving. We're confident it will expand Blue Star Interactive's reach."
The room seemed intrigued, and Alex capitalized on the momentum. "SimCity is also our first project to incorporate player feedback during development. Will has been working closely with test groups to fine-tune gameplay mechanics, ensuring a polished experience upon release."
David Henry, Michael's father, nodded approvingly. "That sounds promising. How are you planning to market it?"
"We're focusing on a multi-pronged approach," Alex replied. "There will be print ads in gaming magazines, demos at trade shows, and partnerships with educational organizations to highlight the game's value. We're also considering an arcade version to generate buzz before the PC release."
The shareholders exchanged nods, clearly impressed.
As Alex wrapped up his presentation, Daniel offered an approving smile. "You've got a sharp mind, Alex. Both Mortal Kombat and SimCity show your team's versatility. Let's make sure these games not only succeed but set a standard for the industry."
With that, Alex returned to his seat, feeling the weight of responsibility but also a sense of pride. Blue Star Interactive was just getting started, and he was determined to help lead it into a bright future.
As the discussions around Mortal Kombat and SimCity concluded, all eyes turned to Mark, the third co-founder of Blue Star Interactive. At 16, Mark had quickly proven himself as a talented programmer, designer and problem-solver within the studio.
Mark stood, taking a moment to adjust his glasses before addressing the room. "Thank you, Alex. Now, I'd like to present our upcoming title, Shadow Strike: Ninja Uprising. This 2D action platformer is set in a distant future where players assume the role of a skilled ninja navigating a world fraught with danger and intrigue."
He paused, gauging the room's interest. "The game features fast-paced combat, intricate level design, and a variety of upgradeable abilities to keep players engaged. Our inspiration for Shadow Strike stems from 2D platformers, such as Super Contra and Castlevania: Symphony of the Night, which captivated players with their engaging gameplay and intricate level designs."
Mark to a deep breath, taking a quick glance at his father, and two best friends as they giving a subtly nod. As he ready himself to touch a sensitive topic for him and his team back at studios.
He continued his expression turning serious, " While this game was born out of necessity after we had to put DOOM on hold, I believe Shadow Strike has the potential to stand on its own as a strong title in our portfolio."
Daniel Williams leaned forward, his expression curious. "What led to the setback with DOOM, Mark?"
Mark took a breath, steadying himself. Initially, our team was developing DOOM, a first-person shooter that we believed would push the boundaries of gaming. However, due to the current hardware limitations, we had to place the project on indefinite hold."
Mark paused again for a brief moment, to give the room time to digest the news. "The vision we had for DOOM—a fully 3D, fast-paced first-person shooter—was too ambitious for the hardware we currently have access to. After months of development, we realized we couldn't achieve the quality we wanted without sacrificing performance. So, rather than compromise, we decided to place DOOM on indefinite hold until the technology catches up."
Mark continued, "While this setback was disappointing, it led us to pivot and focus on Shadow Strike. We've channeled our creativity and resources into crafting a game that not only pays homage to the classics but also introduces innovative mechanics and a compelling narrative."
David, nodded approvingly at Mark and his team decisions to pivot quickly in that time of situation. "That's a tough decision, but it sounds like the right one. How does Shadow Strike compare in terms of scope and expectations?"
Mark smiled faintly. "It's more grounded, both in terms of hardware requirements and gameplay mechanics. By focusing on a 2D platformer, we're able to push the artistic and technical boundaries without overextending ourselves. Plus, the gameplay is designed to be approachable yet challenging, appealing to hardcore gamers."
Jared decided to interjected at this time. "What about the release timeline? How does it fit into your overall schedule?"
Mark nodded. "We're on track to release Shadow Strike a few weeks after SimCity early next year. This staggered release strategy allows us to maintain momentum while giving each title its moment in the spotlight."
Oliver also chimed in. "And how do you plan to market Shadow Strike?
Mark replied with confidence. "Our marketing will emphasize the game's unique art style and fast-paced gameplay. We're planning to partner with arcade manufacturers to showcase the game at gaming expos and high-traffic arcades. Additionally, we'll have demo versions available for home computer and consoles to drive interest in the full release."
Daniel Williams, CEO of Noir Trending and a significant investor in Blue Star Interactive, leaned forward, his interest piqued. "Mark, it's commendable how your team adapted to the challenges with DOOM. Can you elaborate on the unique features that Shadow Strike will offer to set it apart in the market?"
Mark nodded, prepared for the inquiry. "Certainly, Mr. Williams. Shadow Strike will feature a dynamic combat system that allows players to seamlessly switch between stealth and direct confrontation. A branching storyline with multiple endings, encouraging replayability and player engagement."
He added, "Additionally, the game's art style combines traditional pixel art with modern effects, creating a visually striking experience. Our level design emphasizes exploration and discovery, rewarding players for their curiosity and strategic thinking. To find hidden level's throughout each level with unique challenges for the player tocomplete. "
The room buzzed with approval as Mark concluded his presentation. Daniel offered an approving nod. "It sounds like Shadow Strike has the potential to make a significant impact. I look forward to seeing how it performs in the market."