Hello my name is...
... Jon Cartwright, and for the last 30 years or so I've been working in games development and publishing.
About me...
I started making games back in the UK in the 80's, getting titles published whilst I was still at school. I'll try to keep it brief here., you can get more detail on LinkedIn.
After getting my degree in Computer Science I started working for Big Red Software, coding the likes of Dizzy games and Game Genie for Codemasters.
When Big Red Software was acquired by Eidos plc after the development of Tank Commander, and Big Red Racing I moved into production, and eventually took over running the studio.
After that I moved to become Blitz Games first project manager, running teams making titles for MGM, Fox Studios, Warner Bros., Nickelodeon, THQ, and SCi.
I moved to Brisbane, Australia in 2004 and joined THQ Studio Australia as Director of Production, managing IP and titles with Dreamworks, Games Workshop, Nickelodeon, and M Night Shymalan.
I found and championed the student game de Blob and presented it inside THQ leading to the acquisition of the IP and the successful development of the game franchise at Blue Tongue down in Melbourne.
After a couple of years spent running R&D for technology outside the games industry I returned to KIXEYE Australia and immersed myself in the F2P market launching MMORTS VEGA Conflict. Originally a browser-only game with a Flash client I managed the studio as the game pivoted to Unity and mobile clients, and from dedicated server hosting to AWS.
More recently I worked as Commercial Director at Prideful Sloth, helping them launch Yonder: The Cloud Catcher Chronicles initially on PS4 and PC, and followed by Switch and Xbox. I also negotiated Asian publishing deals in Japan, Korea, and China, along with full retail releases for PS4 and Switch in the US, Europe, and ANZ regions.
Since the beginning of 2019 I have been working independently game consulting with a number of clients. I've been enjoying helping them budget, schedule, pitch and close publishing and distribution for their indie games.
Starting in 2020 I've also been providing training to screen agencies, helping indie developers build pitch decks for grant applications, and to take their games to market.
Perhaps you're my next client?