February 2003

Just who the heck is Jay you say? 

Q: I have a question concerning money transfer in publishing deals. Suppose my company sells our game for 1 million US$ and a 20% royalty. We sign this deal in August 2003. How much money would be coming in at what time? I want to make financial projections on the profitability of the company and it is hard without any examples. How much of the 1 million is paid upon signature, how much advance on royalty if any, and so forth?

A: The payments will usually be split out over the course of the project, based on monthly milestones you will submit to the publisher. Typically with a $1 million dollar budget you would aim for receiving $200,000 of that on signature, but no less than $100,000. The rest will be divided up evenly across the life of the development project. A publisher will usually want to weight some of that money more heavily on the end of the development to ensure the title is finished. For example: In a sixteen month development project -

Signature - $150,000
Month 1 - $46,666
Month 2 - $46,666
Month 3 - $46,666
Month 4 - $46,666
Month 5 - $46,666
Month 6 - $46,666
Month 7 - $46,666
Month 8 - $46,666
Month 9 - $46,666
Month 10 - $46,666
Month 11 - $46,666
Month 12 - $46,666
Month 13 - $46,666
Month 14 - $46,666
Month 15 - $46,666
Month 16 (Gold Master) - $150,000

All of that money is usually considered as an advance against royalties. Therefore, when the sum of your royalties (at 20%) exceeds the $1 million they advanced to you, you will begin seeing a royalty check.

Q: Just about every gamer I know wants to make their own game. There are a number of free SDKs out there for making just about any kind of game at any level of experience. For an amateur strapped for cash, what would you recommend as the best tools that would allow the beginner to make a decent 3D game? I'm not worried about making money right now, I just want the experience.

A: I would start by using some of the level editors that come with games. Unreal Tournament 2k gave gamers an excellent starting point for creating games. I would build up design and level building experience by using the tools included with that game. From there you may want to invest in a copy of 3D Studio Max to build your own objects or weapons. You always want to make sure that you are learning on software that will be relevant to you in the future and by building levels and conversions for existing games you can get feedback from the player community on your work as well. Who knows, it may lead to a job!


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Who is Jay?
Jay Powell is an agent at Octagon Entertainment, a full service agency catering to the needs of game developers, specializing in the creation of domestic and international opportunities for game financing and publishing and finding opportunities in other medias. Jay has arranged and negotiated numerous deals in Europe and North America for Octagon's clients. He has also proven a key evaluator of projects, having secured some of Octagon's most successful games. With gaming experience in excess of fifteen years, Jay's industry insight has been immensely beneficial to Octagon's clients and publishing partners. Jay's experience has allowed Octagon to create and maintain a property evaluation and acceptance methodology that exceeds the standards and expectations of the interactive industry. Now, Jay brings his knowledge and experience to you. 

 

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