Josh Resnick, WG'93, Takes Pandemic Studios from Startup to Power Player
By Kelly J. Andrews
One of the top resources at
Pandemic Studios is not a team player.
His immigration status is questionable.
He uses humor to annihilate his
adversaries. He has innate mental
powers, but his communication style
involves "manipulating humans
into submission." He possesses
advanced technical skills, but his
preferred hardware is atomic-powered
armaments rather than software
development platforms.
So why does the management of
Pandemic consider Crypto one of their
most valuable assets? Because he's the
fictional protagonist of the videogame
developer's newest blockbuster,
Destroy All Humans. And company
president Josh Resnick, WG'93, can't
blame Cryptosporidium 137 for his
antisocial actionsthe alien warrior
clone is programmed to infiltrate
humanity and harvest the DNA from
their brain stems in order to save his
home planeteven if that means
destroying Earth in the process.
From Wharton to
Entrepreneurship
Resnick is as affable and approachable
as Crypto is surly and impetuous. He
is now the president and co-founder of
Los Angeles-based Pandemic Studios,
one of the largest, most successful
independent companies within the $30
billion game market.
The entrepreneur spent most of
his life within walking distance of
the Pacific. He grew up in Malibu,
attended Pomona College, and situated
Pandemic Studios only blocks from
the Santa Monica beach. But his two
years at Wharton were the urban East
Coast detour that made his unorthodox
career possible.
An entrepreneur since childhood,
Resnick had no business training until
he came to Wharton in Philadelphia.
"Although my entrepreneurial instincts
were great, eventually I needed to back
it up with business skills. I had never
gone deep into marketing, economics,
or negotiations. Business school gave
me the structure I needed."
Until he graduated with an
entrepreneurial studies
major, he wasn't even
sure what he needed
the structure for. "I'd
always been a lifelong
avid video game player,
but I never thought
about who made the
games. It was only after
dabbling in a few more
entrepreneurial ideas
that I woke up and said, ‘Hey, I love
playing games so much, so maybe I
should make it into a career.'"
While most of his friends pursued
traditional paths in investment banking
and consulting, Resnick flooded game
companies with his resume. Los
Angeles-based Activision was the only
company that contacted him.
"It was the right time at the right
place," he says. "Activision was hiring
architects, attorneys, other MBAsthey were looking for people with
a background or experience level who
would make better managers within
the company."
His business school education
benefited him immediately. Instead of
starting at the bottom as a tester, he
skipped a few levels to begin in the
mid-level as an associate producer.
He moved up quickly, but Resnick
eventually found Activision's corporate
structure to be big and unwieldy.
Fortunately, the company was
prescient enough to notice that a new
phenomenon was underway. In the
late 1990s technology was booming,
and employees at other companies
had begun to strike out on their own
to explore their own frontiers. Says
Resnick, "We realized that this would
happen to us at Activisionsome
of our key talent would leave to start
their own companies. We decided
to embrace it. Our best talent was
worth betting on, even if they left the
company. We would structure deals
so they would work with Activision
instead of becoming competitors."
Soon Andrew Goldman, one of
the most creative game directors in
his group, wanted to strike out on
his own, and Resnick was tasked
with negotiating a deal with him.
During their first meeting over coffee,
Goldman turned the conversation
around and asked Resnick to join him
as a partner in a new company.
"I knew what Activision was willing
to offer because I was going to
negotiate the deal," he says. "It felt
like a good dealit felt fair."
Controlled Growth and Rave
Reviews
In 1998, Activision gave the partners
a long-term deal to develop five
titles, including second releases of
two of Activision's signature gamesBattlezone and Dark Reign. In
exchange for a 5 percent stake in the
young company, Activision would finance
everything with a $10 million investment.
The partners were especially
excited to set up their own culture
and corporate structure. Says Resnick,
"We knew we could be scrappier and
do things more efficiently from a cost
standpoint. We were able to attract
better talent on average. We were able
to transition people to doing projects
a lot faster. We were able to set up a
more dynamic culture where people
were motivated to work harder."
Dark Reign II and Battlezone II were
hits. Pandemic had only 13 employees
in Los Angeles, and it was growing
slowly and profitably. Then five years
ago, Resnick and his partner realized
their small size itself was far riskier
than growth. They were working with
one publisher, on one platform (PC),
and on one type of game. Activision
could have put them out of business
by canceling one contract.
Resnick and Goldman decided to grow
the company by diversifying their portfolio
of publishers, platforms, and games.
They set up an Australian studio,
grew to include 200 top employees,
and won two major contracts. The first
snagged them a big brand name for
their portfolioLucas Arts selected
Pandemic to develop the Star Wars
Battlefront game. The second contract,
with the U.S. Army, proved to be an
even bigger turning point for their
business model.
In 2001, military trainers
approached Pandemic Studios to
create a simulation game to prepare
soldiers for urban warfare. At the time,
no one imagined 9/11 would happen
or that the Iraq War was about to
transform the military. Not only did
the Army give Pandemic leeway to
take creative risks in developing the
most realistic and effective experience,
but they also gave the developer
commercial rights. Pandemic emerged
with a fully developed prototype that
they offered to publishers within a
competitive bidding environment. The
commercial product became known as
Full Spectrum Warrior.
Now Resnick aims to create more
products with a similar development
cycle. Instead of producing games
under contract to publishers, he
wants Pandemic to develop its own
independent properties, create bidding
wars, and retain the intellectual
property rights to the games that
emerge. To enable this model, Resnick
and Goldman are pursuing outside
funding for the first time since their
founding.
Despite the off-kilter, fun-loving
sensibility that comes across in games
like Destroy All Humans, Pandemic is
still a business, and Resnick is still
an executive. But Resnick recounts an
incident that reminds him how lucky he
is to be pursuing his passion. A father
of three, he was invited to speak at
career week in front of his children's
kindergarten and second-grade classes.
"I told the kids about Star Wars and
how you make games," he says. "The
other parents were not happy following
me. Videogames are such an integral
part of popular culture right now, and
the kids ate it up."
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