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For immediate Release:
Contact Ian Macaulay – 250.744.7931

With Christmas Video Game sales soaring, ever wonder who creates these leaps into fantasy?

Parksville BC Canada, December 5, 2002: Worldwide sales of Video Games are expected to top the $20 Billion mark this year. With plunging markets, terrorists and the threat of war, no wonder many people prefer to live, at least for a while, in a fantasy world. And that might explain why the purveyors of fantasy are doing so well.

According to the Interactive Digital Software Association, sixty percent of all North Americans age six and older, or about 150 million people, play computer and video games. The average age of a game player is 28 years old and, forty-three percent of game players are women.

Located in the ocean playground of Parksville on Vancouver Island, Exile Interactive Inc is a premiere developer of entertainment software and co-developer of such best selling titles as Sega’s World Series Baseball line™, Toxic Grind™ and T.J. Lavin’s Ultimate BMX™

A very interesting and talented cast of characters is one way to describe the people who make some of the biggest interactive Video Games in the world.
Or, you can point to expertise in business and the financial success Exile Interactive enjoys in this highly competitive, big business, big money industry.

Actually, it’s both and then some. Experienced management, a brilliant and talented creative and technical team, a location in paradise and hard work have brought this Canadian company success in one of the toughest games in business today.

Professionally, Exile’s software development team have worked on almost 50 popular game titles during their careers. In addition to Sega’s World Series Baseball line™, Toxic Grind™ and T.J. Lavin’s Ultimate BMX™ readers will recognize names like The Simpson’s Road Rage, Impossible Creatures, NHL All-Star Hockey, FOX Sports NBA Basketball, NHL Powerplay 2002, FIFA World Cup, Dark Summit and World Series Baseball 2K2™.

The creative atmosphere combined with the interaction between team members as a game comes to life, makes working in the game development industry fun, exhilarating and financially rewarding. Once the team has agreed to the design and execution for a game, they will employ up to 82,000 hours over the next 12-24 months creating thousands of lines of code and millions of computer generated 3D building blocks before the product is ready for market. As the process unfolds, there is a continual flow of new ideas making each days work a fresh and stimulating experience.

Exile attracts superior skills and talent for a number of reasons, including experienced management, creative freedom, games that reach market and location, location, location. Parksville is one of the few places on the west coast from San Diego to Alaska where one can swim in the Pacific Ocean without experiencing hypothermia. A winter’s day can find you skiing in the morning, golfing in the afternoon and planning a surfing weekend, all available either on your doorstep or within an hour or so drive.

The Exile team come from a wide range of backgrounds and interests. Among them are a member of the modeling team which brought to life characters and worlds for the Emmy award winning series Beast Wars, a top ten finisher at the Unreal Tournament at the World Cyber Games in Toronto, hockey players, rock climbers and, one of the team members was born in Transylvania. He prefers to work at night. You’ll understand better why they’re sometimes referred to as characters by taking a look at what they say about themselves on the Web at: http://www.exileinteractive.com/team.html

President Dan Tudge gained his management skills working in a family run electrical contracting firm. The company got its name because Tudge’s Visa was rejected by US Immigration as he was headed for a job south of the border and he’s felt exiled ever since. As it turns out, it was one of the best things that ever happened to Tudge. Now, the big US game companies consider Exile to be one of the most innovative video game development companies anywhere with a reputation for bringing projects in on time and on budget.

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Notes to Editors:
The vast majority of people who play video games do so with friends and family

Ninety percent of all games are purchased by adults over the age of 18.

All games are rated by the Entertainment Software Rating Board (ESRB), and over 70% of games are rated "E" for Everyone.

In 2000, for the third consecutive year, an astonishing 35 percent of all Americans identified computer and video games as the most fun entertainment activity.

Further information:


Ian Macaulay – 250.744.7931 or 250.658 5332 ian@macaulaygroup.com



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