Chapter 7.3 The Publisher-Developer Relationship.

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Presentation transcript:

Chapter 7.3 The Publisher-Developer Relationship

2 Developer / Publisher Divide The Developer is responsible for: Game conception Prototype Design Technology Development and implementation

3 Developer / Publisher Divide The Publisher is responsible for: Commission Funding Promotion Marketing Distribution Support

4 The Pitching Process: Prototype Key game prototype features: Core gameplay mechanic Key USP’s / points of difference Game engine / technological proficiency Artistic / styling guide Demonstration of control / camera system Example gameplay goals

5 The Pitching Process: Pitch Presentation Key pitch presentation content: Concept overview & genre profile Unique selling points What makes it stand out from its competitors Proposed technology & target platform/s Team biographies & heritage Outline marketing information, including potential licensing opportunities

6 The Pitching Process: Game Design Focuses on intimate detail such as: Storyline Control dynamics Camera system Level progression Game features and functionality Score systems etc.

7 The Pitching Process: Technical Design Covers technical topics including: Graphics engine AI routines Audio system Online capability and requirements Peripherals/controllers Development asset management/backup

8 The Pitching Process: Project Schedule & Budget Schedule & budget must: Be detailed and transparent Allow for contingency scenarios Have several sets of outcomes for different size publishers Be realistic

9 Deal Dynamics: Research Points developers should research of prospective publishers: Are they financially stable Do they have global reach Do they market / PR their games well Is there a history of non-payment of milestones or royalties Have they canned many titles

10 Deal Dynamics: IP Rights Intellectual Property Rights include: Game name Logos Unique game mechanics & storyline Unique characters, objects & settings Game Source Code including artwork & associated assets Unique sounds and music

11 Payment Negotiation: Overview Current approximate development costs: $4-5 million for AAA multi-platform $2-3 million for AAA PlayStation 2 only $1 million for A-quality single platform

12 Payment Negotiation: Deal Structure The developer must carefully balance the following parameters: Clearly defined PR & marketing support Cash advance against royalties Milestone payments Post-release royalty payments

13 Payment Negotiation: Advance Payments An advance royalty payment is usually the agreed royalty rate multiplied against a percentage of the total unit guarantee Advance royalties will generally fit in around the % mark of the predicted first year unit guarantee

14 Payment Negotiation: Guarantees Guarantees usually come in two forms: A figure that is contractually guaranteed by the publisher and must be paid for regardless of how well the game actually sells A figure that is based on an amount of units sold necessary to maintain title exclusivity with that publisher

15 Payment Negotiation: Milestones Milestone payments represent the agreed rate of release for development funding Developers will usually be given a lump- sum advance payment, with the remainder of the payments split into regular milestones payable upon delivery of agreed content

16 Payment Negotiation: Royalty Negotiation Royalties are percentage payments of profits made above and beyond the recoup of development costs Royalty rates are calculated the wholesale price of the product Developer royalties can range from 0 percent for work for hire, to 40 percent for a self-funded AAA title.

17 Payment Negotiation: Royalty Negotiation Other considerations: Rising-rate royalty, increasing percentage the more units sell Clear royalty definition of ‘wholesale price’ (I.e. including cost of goods etc.) Right to audit publishers books Currency/exchange rate/VAT figures

18 Development Milestones: Development Timeline Here are some example development periods for different platforms: 4-6 months for a high-end mobile game months for an original console game months for a license / port months for an original PC Game

19 Development Milestones: Milestone Definitions An example milestone schedule for a 20-month development cycle:

20 Development Milestones: Alpha Definition At Alpha stage, a game should: Have all of the required features of the design implemented, but not necessarily working correctly Be tested thoroughly by QA to eliminate any critical gameplay flaws Still likely contain a certain amount of placeholder assets

21 Development Milestones: Beta Definition At Beta stage, a game should: Have all content complete Be tested thoroughly for bugs and gameplay tweaks Be shown to press for preview features

22 Development Milestones: Gold Master Definition At Gold Master stage, a game should: Be sent to the platform holder/s (where applicable) for TRC testing Be sent to press for review Be sent to duplication for production Be backed up and stored