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KUJU - Potential gains ? (KUJ)     

barnymam - 04 May 2004 11:32

Would be interested in any comments on this nice little outfit, just done their re-org and looking positve now, any views ?

IMO Good BUY



Chart.aspx?Provider=EODIntra&Code=KUJ&Si

barnymam - 23 Feb 2005 14:15 - 15 of 33

PapalPower - 24 Feb 2005 12:37 - 16 of 33

A 5K buy yesterday puts them up 12%, and so far today a 7.5K buy puts them up over 5%..........very very very interesting :-)

PapalPower - 24 Feb 2005 16:58 - 17 of 33

The chart looks like its brewing for a breakout !

By the way, Kuju did work on Call Of Duty for the PS2, and are due for royalties on this, now, given the game COD is a major seller, even if KUJ gets a tiny tiny percentage, it is going to go nicely into the results is it not !

PapalPower - 25 Feb 2005 14:00 - 18 of 33

Just some news on revenue potential for this years results :

Crash Twinsanity Release

Kuju develops 3D version of Crash Twinsanity on 3G mobile phones for publisher Wonderphone. This title goes to No.1 on Vodafone Live!

For further information please contact:

Jonathan Newth - Managing Director
01483 414 344


Kuju announces involvement in the development Of Call of Duty: Finest Hour.


Kuju is pleased to announce its involvement in Call of Duty: Finest Hour. This superb World War II First Person Shooter from Activision has shot into the charts in both Europe and the US.

Kuju developed the multi-player elements of the game for both PlayStation2 and Xbox. This demonstrates not just our creative and technical excellence with console FPS gaming; it also clearly shows the extent of Kuju's project management and engineering processes. The multi-player element of the game was developed in record time working with a single player game being developed by Spark Unlimited in Los Angeles - 8 time zones away.

In addition to the highly skilled staff at Kuju, the project also utilised Kuju's mature console networking technology K-Net.

For further information please contact:

Jonathan Newth - Managing Director
01483 414 344

PapalPower - 25 Feb 2005 14:10 - 19 of 33

More info on the Hip Interactive news Jan 2005 :

Kuju Agrees to Develop George A. Romero Game

Hip Interactive today announced that its fast-growing publishing division, Hip Games, has signed an agreement with Kuju Entertainment for the development of the first game based on the work of popular cult horror director George A. Romero. The game, the name of which has yet to be announced, will be developed for consoles and PC at Kujus development studio in Surrey, United Kingdom and is expected to be part of Hips next fiscal year ending March 31, 2006.

With George A. Romeros cult status and following among horror fans, a property of this pedigree deserves a first class developer and that is exactly what horror fans will get now that weve signed high profile developer Kuju Entertainment, said Arindra Singh, President and Chief Executive Officer of Hip Interactive Corp.

Ian Baverstock, Business Development Director and co-founder of Kuju Entertainment, said, Our spines are tingling in anticipation. George A. Romero is recognized as one of the leading directors in the horror world. Were excited to be translating the zombies and terror created in Georges imagination into an atmospheric gorefest for game players. He continued, Were also extremely pleased to be working with Hip Interactive, which has become a publishing force to be reckoned with.

Hip Interactive recently announced the signing of an agreement with Living Dead Productions Limited to produce a George A. Romero series of videogames. Romeros work has a massive, worldwide cult following and has established him as the Master of Gore.

PapalPower - 25 Feb 2005 14:43 - 20 of 33

Some of the upcoming games :

Soon - Project Interceptor for the PSP
March 2005 - Conspiracy : Weapons of Mass Destruction for PC/XBOX/PS2
May 2005 - Pilot Down : Behind Enemy Lines for PC/XBOX/PS2
June 2005 - Crescent Suzuki Racing for the PSP
July 2005 - Advance Wars: Under Fire for the GCN
????? - Cannonball 8000
????? - The Regiment for PC/PS2

"One of Europe's leading independent developers on console, PC and various wireless platforms. Kuju Entertainment has been creating top-quality games for over 13 years and is currently working on Advance Wars: Under Fire"

--------
PSP Game.

The flight combat game is tentatively titled Project Interceptor. This is the first announced PSP title from the Surrey-based indie game developer that inked a deal with Sony to develop technology, game engines, and tools for the PSP back in March 2004.

Though few details have been released about Project Interceptor, Kuju has stated that the game will feature multiplayer dogfights using the PSP's integrated Wi-Fi technology.

-----------------





PapalPower - 25 Feb 2005 14:51 - 21 of 33

Interesting background reading - an interview with Kevin Holloway from the Kuju Wireless Division in July 2004.



Kuju Wireless develop games for phones. Here we talk to Kuju's Kevin Holloway about the market for games, and aspects of development.

What do you think the outlook is for mobile gaming?

[KH] We are still seeing a steady growth in the market. The majority of European handsets now are Java enabled and the US market has rapidly caught up with Europe (some say it has already overtaken it). This all indicates a good future for mobile gaming.

At the recent MeM04 some developers were suggesting they were only using Java because of outside pressures. I guess this is based on the supposed portability of Java code ... but on these devices everyone says that it is essentially not portable. Care to comment?

[KH] I think JAVA will continue to dominate because it offers an isolated run-time environment - ie a Java app can't (easily) affect the proper operation of the phone handset. As for portability this is not a problem unique to Java. The portability problem is more to do with the diversification of handsets.

That leads me on to assembler. The phone models with really small screens can't have all that much happening on the screen but what there is would be a lot faster with assembler. Do you think that as the market hots up, more people will use it?

[KH] No because as I said before I think Java will continue to dominate. Assembler would make portability even worse as it would need to be re-written for each chipset...

Part of the problem must be that with small games, there isn't a huge upside as you can't charge all that much for the games and so you can't afford to spend too much. There are some quite ambitious projects coming along for bigger screens though. Do you think there's soon going to be two tier market for mobile games?

[KH] Yes I think we will see a two tier market. However, I feel strongly that the bigger of the two will be the smaller/cheaper game market as this has the potential to be truly mass market. Unlike the console/handheld space which will only ever appeal to the hardcore gaming niche.

[KH] We are very pleased with Pat Cash Pro Tennis - demonstrated at MEM04 on the Nokia 6600. The game went live a week before Wimbledon and we have high expectations for it as tennis fever kicks in this summer. We have a wide range of other games including our best selling 'Lotus Challenge: City Racing' driving game, Rocket Girl - a cutesy platform game, Spy Shootout - a fast action shooting game, Ambi Stacks - a very addictive puzzle game, and several sports titles including Penalty Challenge and Sk8trix. On our release schedule for later this year we have 'Judge Dredd' and 'Bill & Ted's Mobile Adventure'.

Is there a usual way these games come to pass? Who is the instigator -- handset maker, service provider, developer?

[KH] The majority of our games now are the result of market research by our publishing team. However, there is still the occasional game which comes along which catches our imagination - for example 'Rocket Girl' was presented to us by a developer as an example of their work.

Do you do all your games in-house or do you accept pitches from outside developers?

[KH] We work with outside developers and maintain an in-house development capacity.

How big are your development teams?

[KH] 4-5 people. Although not all the team members work full time on just one game.

How long does it take to get a small game out the door?

[KH] 3-4 months is typical.

Do you think there's room for out-there new concepts in this form of gaming or do you think that this sort of mass market will always be just a matter of tailoring existing franchises and genres?

[KH] I think there is room for both, particularly as the market matures and purchasers get more information on what is available. We will continue to work with big names/brands such as Lotus and Pat Cash, but will also try more original titles as well. For example we are currently speccing out a sequel to our popular puzzle game Ambi stacks. The sequel will make better use of the platform by being designed to work multiplayer as well as single player.

Thanks Kevin.


PapalPower - 03 May 2005 09:29 - 22 of 33

Still rated a buy by the broker and profits at results, could be a surprise package when news comes, as off of many peoples radar.

PapalPower - 12 May 2005 15:08 - 23 of 33

Contract news;

Kuju PLC
12 May 2005

For immediate release 12th May 2005


Kuju plc ('Kuju' or 'the Company')

Re Contract

Kuju Announces New Contract Signing with Marvelous Interactive Inc.

Kuju, one of Europe's leading independent game developers, today announces that
it has recently agreed a new funded development project with Tokyo based
publisher Marvelous Interactive Inc. The work will be undertaken at Kuju's
Sheffield studio and is a development for the new PlayStation Portable handheld
gaming device.

Further details of the project will be announced in due course.

For further information please contact:

Jonathan Newth, Managing Director
Tel: 01483 414 344

END

PapalPower - 13 May 2005 08:05 - 24 of 33

Cannot wait for more details of this project and with lots more to come I think and have also heard that the wireless division is doing really well.

PapalPower - 17 May 2005 11:37 - 25 of 33

Old but good info;

Focus On: Kuju's Ian Baverstock
Rob Fahey 17:56 22/10/2004
With contracts signed with many of the games industry's biggest publishers, British developer Kuju is a success story that seriously challenges perceptions of an industry in crisis. Rob Fahey found out more.

The sleepy village of Godalming, nestled in the rolling hills of Surrey, seems like an unlikely place to house an international creative powerhouse. The cobbled main street of the town gives no hint that science fiction violence and terrifyingly fast car racing simulations could be one of its main exports. But then again, Kuju Entertainment, whose nondescript but bustling offices are housed on the outskirts of the town, is a company which itself defies expectations.

After all, isn't UK independent development meant to be in crisis? Yet here is a firm that can boast a customer list which reads like a Who's Who of the videogames industry, including Activision, Nintendo, Konami, Sony and Codemasters. And isn't it meant to be almost impossible to make money as an independent? Kuju turned a profit in its second half, according to results published during the summer. Shouldn't smaller games industry firms be battening down the hatches in preparation for the stormy transition? Not a bit of it; the firm's latest office opened in Brighton only a couple of months ago.

Business development chief Ian Baverstock can be credited as one of the architects of Kuju's success. A well-known face in UK industry circles, and a senior figure in the TIGA developer trade body, Baverstock is refreshingly pragmatic and honest about the prospects for independent developers in the coming years - a future which he clearly believes is very much a bright one, even while being realistic about the immense challenges faced by developers and publishers alike at the next hardware transition.


Studio Expansion

Kuju turned its business around in the second half of last year, announcing a profit which turned around a difficult first half. "It was in line with our expectations," according to Baverstock, "and slightly ahead of where the City expected us to finish up, but only very slightly. We're just very pleased to have turned the business around and got ourselves sorted out again after a fairly poor first half."

Primary among the reasons for this turnaround is the company's decision to reorganise and refocus its business, he believes. "We reorganised the business into divisions, and I think that allowed us much better focus on where we were and weren't spending money, and where we were and weren't making money," he explains. "We actually just had the business better structured in the second half. Also, I think we had slightly improved flow of work, which was good. We were just better organised - we got ourselves sorted out."

That reorganisation has seen the company's northern studio, in Sheffield, being operated in a more independent way - an experiment which has proved hugely successful. "That division, the Sheffield unit, have been working on the project that we announced for Codemasters," Baverstock tells us. "They've got other things on as well - that's been a pretty big success for us, and we're quite happy with the way that things are going so far. As much as anything, it's been an exercise in running a more autonomous studio, and we've now followed that model with the new studio in Brighton. Both of those studios run more autonomously than London has done so far, and obviously we hope to make London more autonomous going forward as well."


Looking South

The Brighton studio is the latest addition to the Kuju family - although, in ways, it's not actually a new additon at all. The studio is largely made up of staff from Wide Games, which was itself founded by former Kuju staff - so many of the key staff have actually worked at Kuju before.

"They've come full circle, and we're very pleased to have them back," says Baverstock, smiling, when we mention this. "We knew they were good guys, because they worked for us before - we obviously know them very well, which is very good. We've been in conversation with them all the way through. We've always kept a good relationship with them, and have been very impressed with what they've learned and with what they achieved as Wide Games. The fact that they're now Kuju people is excellent, and we're very pleased about that."

The team in Brighton is currently working on a project for Sony, which Baverstock describes as "a big deal in industry terms, and a huge opportunity for us." He sees major scope for growth in the Brighton studio, and believes that in choosing a location for a new office, the south coast city offered a lot of advantages to the company.

"When we looked for a new site, we obviously looked for an existing management team, preferably an existing team of people, and ideally people who could get some work reasonably quickly," he says, "but also a place where we're going to be able to get people in the long term, both in terms of a local pool of talent, and a place that people want to go and live. Brighton is an attractive place to live, so it easily fits all of those categories, as do Sheffield and London."


Intellectual Property

Although Kuju's head office in Godalming is only a few minutes away from the Guildford headquarters of another Britsoft powerhouse, Lionhead, there's a world of difference between the two companies in terms of their approach to the market. Perhaps one of the most visible differences is that Lionhead exclusively works on its own IP, whereas Kuju has largely built its reputation by creating high quality games on time and on budget, but based on IP owned by other firms.

"In an ideal world, we would be sitting there strategising our own portfolio, and our own mix of IP, types of game, publishers and all the rest of it," explains Baverstock. "I think it would be a reasonable comment to say that for the last couple of years, the independent sector has been pretty tough - and if you've got credible, top quality people that want to work with you, you try and work with them. You don't sit there and go, 'well, we're not doing any more of those type of games for a while' or anything like that. You try and work with people."

"So we haven't approached it in that way - and we're at the end of the cycle, where in general, people want you to work on their IP. We're very pleased that we took the idea that became Advance Wars: Under Fire to Nintendo - we're very happy about that, although obviously the Advance Wars IP is well and truly Nintendo's, no question about that. A lot of the other projects are unannounced, and there isn't really much I can say... But most of it is somebody else's IP."


Looking to Next-Gen

Baverstock adopts the same pragmatic approach in his views on next-generation platforms; although Kuju has been working on creating technology for the various platforms, he believes that the company has to be flexible in responding to the demands of the industry, rather than trying to set its own agenda in terms of next-generation development.

"We're doing some work [on next-gen R&D]," he says. "We've just spent quite a bit of time looking at some PSP work and we're now looking at next-gen platforms - what we're going to have to do with our own technology. We've obviously been looking at RenderWare and some of the other middleware platforms."

"I think it's going to be a very big question, where you commit resource. We're trying to identify things that we can spend money on that definitely step us a long way towards next gen, without necessarily being things that have to be ditched if someone says 'use this middleware platform,' or something like that. There's a lot of stuff there that you can do - so yes, we are looking at it, but we haven't signed anything next-gen to date."

He stops to think for a second. "I think if it's our choice, then we'll want to run a balanced portfolio of current and next-gen," he continues. "But I think it's unlikely that it'll be our choice. We'll be opportunistic, to some respect."


Future Challenges

The topic of next generation development is obviously one which keeps a lot of developers awake at night - especially those in independent studios, for whom the spiralling team sizes and costs represented by the next-gen platforms makes the narrow ledge on which they walk even narrower. I think there are enormous issues for the whole industry - absolutely huge issues about how development is structured," says Baverstock.

"One of the things I think the industry is going to have to do a lot more of is not just outsourcing and contracting - we're going to have to look at things like IP ownership again. The traditional publisher model at the moment is, if they pay you lots of money, they expect to own the IP. Now, whilst I think it's absolutely reasonable that if a publisher pays you lots of money and you've got a lead character and a story and so on, then they should own that, equally if you've built a model of a desk or a table in that game, it seems crazy that if you then go and do another game which needs a desk or a table, you have to redo it - it's just mad."

"So either third parties are going to start producing that sort of library of assets, or developers are going to have to change the licensing model so that they can reuse them. I think content re-use is going to become an important factor in the next generation, just because of cost."


Asset Libraries

The mention of asset libraries suggests that next-generation development might throw up a range of business opportunities for companies providing services to the development process. Indeed, Baverstock believes that the creation of a whole industry of development services firms is a likely byproduct of the move to the more complex next generation hardware.

"I think there's a market for that," he says. "I think there's also a market for very professional contracting or outsourcing teams - the way the IT industry works, which is that you can go and get a guy by advertising in IT Week or whatever the magazine is, and you can get one contractor fors six months, or you can just go to companies who can essentially provide everything from, say, eight people to work on your project, right up to doing the entire project."

"They're essentially engineering companies, not creative drivers," he continues. "Games developers are this peculiar mix of creative powerhouse and serious, hardcore, process and production engineering with lots of software and technology built into it. They're an odd mix to put together, and I think we're starting to see people - like Charles Cecil [of Revolution] - providing his purely creative solution, and we will start to see, possibly based on all the overseas outsourcing companies, more of a production, technology and engineering resource, with companies who don't actually attempt to put creativity on top."


Outsourcing

Not that Kuju is waiting for next-generation to come about before moving to an outsourcing model - in fact, the company, despite currently having around 150 full time staff, has been something of a pioneer in terms of outsourcing for game development.

"We're certainly doing a lot of it," Baverstock says, "and I know other people are as well. I think that traditionally, everyone was quite nervous about talking about doing this. If you go back quite a long way now, two or three years, there were publishers who if you told them you were going to outsource some of it, would essentially just not give you the project. As far as they were concerned they were outsourcing a project anyway, so why the hell would you then outsource it on?"

"I think there's a growing realisation that actually, if you want the right mix of staff at the right time on the project, it's not sensible to have them all on payroll. It's also true quite often that you can reduce costs, you can get the staff you need when you need them - there are lots of good things about it. But, there are an awful lot of careful issues that need to be managed, not only in terms of having the procedures in place to do it properly, but also in managing what your existing staff do and transitioning the business into that kind of model. It's not something that you can do overnight."

"It's a pretty complex area," he concludes, "and it's interesting that the independent sector is probably leading that. There's more pressure on us to figure out what to do about cost between projects, for example, than there seems to be in a lot of publishers."


Staying Local

One of the major issues which is consistently raised about the UK games industry is the lack of indigenous publishers, with only Eidos, SCi and Codemasters really waving the flag for the UK industry on this stage - and both Eidos and Codemasters have been rumoured to be close to a sale in recent months. For a company such as Kuju though, which is working with publishers from all over the world, does this really matter?

"I think it does matter," says Baverstock. "There's no doubt that publishers the world over, all other things being equal, would rather work with a developer around the corner than with one a long drive away, and even more so one multiple timezones away. No question. I think that all publishers recognise that there's some element of risk in working with an external developer, and the nearer they are, that's one way of mitigating risk - they're just on your doorstep so you can keep a close eye on them."

"Obviously, our attempt to solve that problem is by being a developer that doesn't come with a lot of risk," he explains. "We've tried to be a very low-risk supplier, and that's one way of offsetting that. But clearly, if local publishers are bought and the decisions about products are being made overseas, that then puts us further away from potential customers of ours."

"So [UK publishers being sold to overseas firms] could be bad for the UK industry. On the other hand, I hope that if it does happen, it'll reinforce the UK as being the prime site for overseas publishers in Europe. If it does, then it could actually be beneficial for the UK industry, because I think if there was a bit more scale here from all of those companies, then they'd be more willing to put producers here, and to put acquisition decisions in the UK - which would redress some of that unbalance."

"Ultimately," he concludes, "it doesn't make any difference whether the board is based in London or New York - it's where the acquisitions guy is, where the guy with the budget is, where the producers are. That's the kind of thing that matters in terms of making a decision."


Cutting Edge

Baverstock's pragmatic and realistic views on the challenges facing the UK development industry reflect Kuju's own measured and, so far, highly successful approach to the market. And, even in the face of the challenges of next-generation development and other emerging difficulties such as overseas outsourcing, he is optimistic about the future for game development in Britain. "This is a very fast-moving industry in terms of technology," he says, "and we're at the cutting edge in the UK... It's not just the creativity, we do have a nice technical edge." Even if you wouldn't guess it from the quiet village of Godalming.

PapalPower - 17 May 2005 11:37 - 26 of 33

Kuju developing new PSP title for Marvelous

Rob Fahey 15:03 16/05/2005

Another Japanese development contract goes to successful UK studio
AIM-listed British game developer Kuju Plc has signed a contract with yet another Japanese publisher, with the company being contracted by Marvelous Interactive to develop a new title for the PlayStation Portable.
The deal, which was announced to the London Stock Exchange last week, will see the company's Sheffield studio starting work on its first project for the new handheld console.
No further details of the game have been announced. Marvelous Interactive, whose recently founded European subsidiary is called Rising Star Games, is best known on these shores as the company behind the Harvest Moon series of games.

The deal is just the latest in a series of contract wins for Kuju with Japanese firms, with the company already numbering projects for Nintendo and Konami among the games in development at its studios.

PapalPower - 18 May 2005 07:25 - 27 of 33

Kuju PLC
18 May 2005
For embargoed release at 7a.m. 18 May 2005

Kuju plc ('Kuju')

Further re Contract

Kuju confirms follow on project for Brighton Studio is a collaboration with Sony Computer Entertainment Europe Limited ('Sony Computer Entertainment Europe')

Kuju, one of Europe's leading independent game developers, today announces that
the follow on project for Kuju's Brighton studio previously announced on 22nd
November 2004 is the funded development of EyeToy(R): Play 3 in collaboration
with Sony Computer Entertainment Europe's London Studio.

For further information please contact:

Jonathan Newth, Managing Director
Tel: 01483 414 344

END

PapalPower - 28 May 2005 16:41 - 28 of 33

http://www.guardian.co.uk/uk_news/story/0,3604,1489051,00.html

http://cube.ign.com/articles/617/617617p1.html

PapalPower - 28 May 2005 16:49 - 29 of 33

May 18, 2005 09:00 AM US Eastern Timezone

UK Engages Video Game Business at E3; UK Trade & Investment Releases MPEG to Showcase Nation's Attributes and Commitment to Growing the Video Gaming Industry

E3Expo 2005

LOS ANGELES--(BUSINESS WIRE)--May 18, 2005--With the world's third-largest video game market and Europe's highest concentration of independent development studios, officials from UK Trade & Investment, the UK Government's business development agency, will be at E3 to explain why the UK is the European partner of choice for the US and international video games industry.


All the major international players -- EA, Activision, THQ, Sega, Atari, Microsoft Xbox, Sony Computer Entertainment, Codemasters and Nintendo -- have significant operations in the UK. Electronic Arts chose the UK to locate its European headquarters and then acquired a major development studio.

"The leading video game companies have found that the United Kingdom offers terrific business opportunities, in particular through collaboration with some of the world's most innovative and creative games developers and publishers," said David Slater, Her Majesty's Consul and UK Trade & Investment's Director for the West Coast. "More than 22,000 people work in the UK gaming industry -- 6,000 in the development sector alone."

In addition to helping overseas companies develop their business in the UK, the UK Government is working in close partnership with the industry to ensure that the UK remains a competitive environment for developing games.

"A highlight is our co-operation on Skillset, the Sector Skills Council for the Audio-Visual Industries. Skillset is proactively tackling the skills needs of the games sector, working with employers -- including big name publishers like EA, Activision and Eidos and SMEs like Blitz Games and KUJU -- to shape the future provision of education and training for the sector," Slater said. "Skillset is also working towards a new games industry accreditation program for UK higher education to ensure that graduates emerge with the optimum mix of skills required by employers. We believe that this initiative is unique, not only in Europe, but elsewhere."

The UK influence on this burgeoning market is continually growing. Eidos' "Tomb Raider" series has sold more than 28 million units and its star, Lara Croft, has spawned two films. Among the other best-selling games conceived and developed in the United Kingdom were: Rockstar Games' "Grand Theft Auto," EA's "Harry Potter" series and Team Soho's "The Getaway." Other innovative games and products of note include Lionhead Studios & Big Blue Box's "Fable" and Sony's "Eye Toy," a USB digital camera that makes the player the star of the game by tracking the player's body movements and integrating them into the action onscreen.

To underscore the United Kingdom's commitment to the video games industry, UK Trade & Investment, the Department of Trade & Investment and the British Council are, for the third consecutive year, sponsoring the UK State of Play Pavilion and the British Gaming Village at E3 to showcase some of the nation's hottest developers and publishers. The exhibition platforms are also sponsored by the Entertainment & Leisure Software Publishers Association (ELSPA), the trade group for publishers, and The Independent Games Association (TIGA), the trade group for the nation's developers. More than 30 UK-based developers and publishers are exhibiting at E3 this year. UK State of Play is in the West Hall at the Los Angeles Convention Center and the British Gaming Village can be found in Kentia Hall.

UK Trade & Investment also this week released an MPEG, which can be found at www.uktradeinvestusa.com/e3, to inform the video gaming industry and media that cover it about the benefits of expanding in the United Kingdom. The humorous video, produced by The Cannery in Hollywood, features a modern-day town crier at a busy urban intersection announcing some of the best features the UK has to offer video game companies.

"We wanted an edgy and industry-targeted device to get the attention of the video gaming industry. Our goal is to inform company decision makers about the unique opportunities that exist in the UK," Slater said. "The MPEG highlights that the UK has the talent pool, the market and infrastructure for US companies to tap into should they decide to develop their business in the UK."

The video games market has seen huge growth over the last 15 years as advances in technology have led to the introduction of affordable, mass-produced games consoles. In that time, the United Kingdom has become the world's third-largest market for video games -- behind the United States and Japan -- and the largest in Europe, ahead of France and Germany. Sales of software and hardware generated over USD 4.1 billion in 2004 and more than 25 million gaming consoles were sold in the United Kingdom between 1995 and 2003 -- enough for every household to own one.

"Ultimately, we want US companies to take full advantage of the opportunities in the UK and maximize their profits," Slater said. "UK Trade & Investment serves as a collaborative partner in the business development process and provides access to all resources that international businesses need to enter the UK and European market. Equally important, we want to introduce UK companies to the US market and assist them to invest, maximize profits and create wealth in the US. It is very much a win-win relationship."

About UK Trade & Investment

UK Trade & Investment is the government organization that both supports companies in the UK doing business internationally and overseas enterprises seeking to locate in the UK. The integrated services offered by UK Trade & Investment bring together a network of business sector specialists and support teams in British embassies and Foreign and Commonwealth Office (FCO) posts overseas, as well as key experts in government departments across the UK.

As a government agency, UK Trade & Investment is uniquely positioned to offer expanding companies access to a growing network of global business advisors and market entry intelligence and guidance on operational issues. With its government connections, in-depth knowledge of UK regional business, ties to leading institutions, and science and technology resources, as well as its global network, UK Trade & Investment is a unique strategic resource for companies that want to operate in the number one business location in Europe. For more information visit: http://www.uktradeinvestusa.com.

PapalPower - 28 May 2005 16:59 - 30 of 33

http://www.gamespot.com/pc/action/cityofthedead/index.html

http://www.igniq.com/2005/04/conspiracy-weapons-of-mass-destruction.html

http://www.3davenue.com/1221.html

http://www.tcmagazine.info/comments.php?id=9803&catid=8

http://games.kikizo.com/news/200505/094.asp

PapalPower - 09 Jun 2005 08:26 - 31 of 33

If anyone sees the present lack of trading volume as a bad sign they have to understand that a couple of years ago the managment made a conscious decision that they should work to being in profit and therefore removed the costs of PR amongst the restructuring. The recent news flow about contracts shows they are doing extremely well and should produce a profit at the pending results and a solid and improving future outlook which will then enable them to bring back the PR side so do not expect them to be "hidden" from view much longer.

PapalPower - 19 Jun 2005 05:09 - 32 of 33

Hardman research is expecting 04/05 profits of 153K on sales of 6.7m, that will be nice and will kick Kuju into life. Results expected anytime after end of June.

PapalPower - 23 Jun 2005 07:11 - 33 of 33

Good news

Kuju PLC
23 June 2005
For immediate release 23 June 2005

Kuju plc ('Kuju' or 'the Company')

Re Contract

Kuju Announces New Contract with Electronic Arts for a Train Simulation Game

Kuju, one of Europe's leading independent game developers, today announces that
it has recently agreed a new project with publisher Electronic Arts to develop a new train simulation game for release in Europe in 2006. The working title for the game is Rail Simulator.

Paul Jackson, Managing Director Northern Region, Electronic Arts, said, 'We're
proud to support a pioneer in simulator games in bringing a totally new title to market.'

The work will be undertaken by a dedicated development group specialising in
rail simulation entertainment.

The agreement between Electronic Arts and Kuju Entertainment, a wholly-owned
subsidiary of Kuju plc, commences with distribution in the UK and Germany.

For further information please contact:
Jonathan Newth, Managing Director

Tel: 01483 414 344
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