
Who We Are:
Kenneth "KJ" Holm: Founder / CEO
DeskJockey Entertainment was founded by Kenneth "K.J." Holm. Ken started in video games while a sophomore in High School. Self publishing shareware and freeware titles on Atari Home Computers and Home PC's. In 1990 Ken transitioned into a professional career developing retail titles on Sega Genesis and Super Nintendo. His first retail product Ken designed was for Time Warner Interactive on the Sega Genesis- "Sylvester and Tweety in Cagey Capers".
Though primarily a designer and producer Ken has also engineered a number of retail products as well. Shortly after designing a few titles for the Super Nintendo Ken stepped into the lead programmer role on them. Ken then moved back to design to create and launch a MMPOG game for the Sega Heat network called "Alien Race".
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Shortly thereafter Ken went on to become a partner in MonkeyByte Games. While at MonkeyByte Games Ken became involved in a wider aspect of the industry- producing, marketing and business development. This lead to the creation and launch of "Galactic Patrol" (PC/MAC), "Kaged the magic orbs" (PC/MAC), "Gridshock" (MMPOG PC).
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Ken then went on to Atari Games/Midway games for an amazing opportunity to work with the best- the creators of all the classic games arcade games that fueled his desire to create long lasting impactful experiences in video games. At Atari Ken worked on design for "Gauntlet Legends"(N64/DreamCast) followed by designing the sequel "Gauntlet Dark Legacy"(Coinop/XBox/PS2/DreamCast/GameCube).
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Continuing to develop games for home consoles like "Stacked with Daniel Negraneu" as well as designing and programming a few plug-n-play licensed games like "Jeopardy" and "Disney Princesses" Ken eventually went on to Namco Bandai to lead the mobile game design team. During this time Kens knowledge and experience in game development, producing. marketing and business development grew. Shipping games like "The Wolfman", "Betty Boop matinee madness", "Dilbert Cubicle Chaos", "Katamari", "Worst Case Scenario", "Splaterhouse", "Ridge racer" and a multitude of others. Ken also restructed how Namco evaluated their product roadmap by developing their License board- the group of executives and managers that oversee the evaluation of licenses to pursue as well as their Design Board which evaluated all product pitches for products licensed or unlicensed. Ken then worked with company stake holders and CEO to develop the roadmap and on contract negotiations for new IP.
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After Namco Ken went on to Electronic Arts to work in the Future Tech group. The groups sole purpose was to find new platforms to develop products on, publish and market those games to determine which platforms had potential for additional product development. This lead to developing titles for WindowsPhone, iOS, Kindle, Cox XFinity streaming service, Nintendo DS/3DS, Smart TVs, Sony PSN and Ziosk( those tablets to see on your table at restaurants). During Kens time at EA he shipped, as the Producer and development director, the #1 selling game for 2011 on Sony PSN- "Tetris"
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After EA Ken became an independent contractor designing and programming. He worked on a variety of titles for mobile and touchscreen Kiosks found in malls across the US. It was during this time that the idea of DeskJockey Entertainment was born. However, Just as DeskJockey Entertainment was to begin, a once-in-a-lifetime opportunity came along. Ken took a contract to develop a mobile application for a cutting edge home security/monitoring robot. The contract extended to a Full time position taking on the entire production of the robot- from concept to production. Though a long way from gaming it did sharpen his acumen in business and product development. It also had him traveling the world working to setup factory production, developing of hardware and packaged goods. It also lead to being attributed on 3 patents. 1 for Software on mobile, 1 For Mechanical design, and a 3rd for electrical design.
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It was always obvious to Ken that the majority of the blood, sweat and tears in creating hit product comes from the developers... the artists, designers, and programmers. Yet the majority of the revenue is retained by the publisher. It just didn't seem right, but that's the way the business has always been.
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Until now...