Posts about the art, science, and process of game business. Example topics include pitching, financials, and company structure.
Upfronts, Guarantees, Recoups
Revenue share. It's a commonly asked question: what is a good revenue share? How do you navigate who gets what? And how much can & should you negotiate your revenue share?
I end up teaching one simple pitching trick often enough in consultancies that I'd thought I'd write about it: to ask yourself "would anyone ever claim the opposite"?
People often think that running a business means "minimizing risk while maximizing opportunity". I don't think that's a smart way to run a business, and especially not if you're relatively new to entrepreneurship. I say: pick one.
How realistic is your budget?
A Good Pitch
Why is getting a pitch right so difficult for many game developers? It's because they believe they're supposed to pitch a game when in reality, they're not. Let me explain.