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CO1301 Games Concepts Week 6 Sales Contracts A Primer

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The majority of games do not reach the break-even point. ... This insulates developers from the unpredictability of the games market. ... Implications for Job-hunting ... – PowerPoint PPT presentation

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Title: CO1301 Games Concepts Week 6 Sales Contracts A Primer


1
CO1301 - Games ConceptsWeek 6Sales Contracts -
A Primer Design Development Summary
  • Laurent Noel Gareth Bellaby

2
On the Shelf
  • A typical game will retail at around 35.
  • Who gets this money?
  • The developer
  • The publisher
  • The retailer / distributor
  • The government
  • We will look at how this money is divided up.
  • We will also look at the contracts involved.

34.99!
3
Game Sales Who gets What?
  • This is a simplistic breakdown of a typical game
    sale.
  • Two points are immediately clear
  • The retailer takes the largest slice of the
    money.
  • The game developer takes the smallest slice (the
    red slice).
  • Next, we will look in more detail at this
    breakdown.

4
Tax and Retail
  • In the UK,17.5 of the game price is paid to the
    government in Value Added Tax. This amount is
    ignored in the remaining calculations.
  • So the effective price of the game is 28.88.
  • Many other territories have a similar tax.
  • The game publisher will negotiate a contract with
    the retailers (and distributors) to divide up the
    remaining money.
  • Here, we have assumed a near 5050 split, which
    is fairly typical.
  • However, there is a wide range of possibilities.

5
Developer Royalties
  • So in this example, the publisher will receive
    14.44 after tax and retail costs.
  • Now the game developer will be paid some of this
    money as royalties for writing the game.
  • The royalty percentage can range from 15 to 50.
  • It depends mainly on the developers track
    record.
  • In this example the developer is paid 30
    royalties. This is 30 x 14.44 4.33 for each
    game sold.

6
Advance Royalties
  • Advance royalty example
  • Developer is paid 500,000 in advance.
  • Developer should receive 4.33 per unit.
  • So there will be no royalties until there are
    500,000 / 4.33 115,473 sales.
  • We will call this the break-even point.
  • Developers often get money from the publishers
    before the game is sold.
  • These are advance royalties.
  • When the game goes on sale, the developer gets no
    royalties until the publisher has recouped this
    money.
  • So developers get no royalties until a certain
    number of sales is reached.

7
Advance Royalties 2
  • The majority of games do not reach the break-even
    point.
  • However, advance royalties are rarely paid back
    to the publisher, even if
  • The game doesnt reach the break-even point (the
    publisher doesnt recover the advance royalties).
  • The game is cancelled (canned) by the
    publisher.
  • This insulates developers from the
    unpredictability of the games market.
  • Publishers publish a large number of games to
    protect themselves. The minority of games that
    break-even will pay for those that dont.

8
Sales Examples
  • Sample sales figures using our example
  • Note that the publisher only has a negative
    income when the sales fall far short of the
    break-even point.

9
Implications for Employees
  • The figures in the previous table are before
    costs. They do not tell us if the developer or
    publisher are making a profit.
  • In general, developers make a profit if they
    exceed their break-even points.
  • If you are paid bonuses as an employee, you can
    only realistically expect them to be large if the
    break-even point is far exceeded.
  • But check your contract and with also with
    management, dont assume.
  • To get an estimate of the advance royalties
    Total staff salaries for the project x 2

10
Implications for Job-hunting
  • Games development companies are stable
    environments so long as they have publisher
    contracts.
  • They are not directly affected by having low
    sales figures, although it will make future
    contracts harder to come by.
  • Look for games companies with several games in
    progress. Be careful with very small companies.
  • Try to join at the beginning of a new project
    rather than at the end of an existing one.

11
The Games Industry
  • Reality Check
  • Game Development ! Game Playing
  • Games are developed and designed by a team.
  • Hard work but the rewards are there.
  • But
  • Rewarding, exciting, varied, relaxed, and all
    about games

12
Design Development Summary
13
Game Design
  • Designs go through several stages
  • Proposal/Pitch to Game Design Document
  • First drafts must capture interest
  • Detail is not important
  • Excitement, intrigue, and marketing is
  • Later designs must be comprehensive
  • Otherwise expect unforeseen problems
  • But dont forget the fun

14
Game Development
  • Roles

Programmers Artists Designers
Management, Testers, Musicians etc.
  • 18 months of team working like a film
  • Publisher provides funding
  • Developer must satisfy publisher
  • Royalties (bonuses?) if game sells well

15
Programming
  • Games are large and complex programs
  • Programming Tasks
  • 3D Engine
  • Game logic
  • Tools and technology
  • Also, physics, networking etc.
  • Consider programming at design time
  • Code reuse is good, but so is innovation
  • Strike a balance
  • Expect trouble when you first reach program
    testing

16
Artwork
  • 3D artwork is half-sculpture, half-architectural
    drawing
  • It is highly skilled, dont expect to be able to
    do much yourself
  • But do try to understand the processes
  • It will make you more productive in a team
  • Programming, art and design meet during
  • Game design
  • Level creation
  • Testing

17
TL-Engine
  • A simple, but realistic environment
  • You should know about
  • Initialisation and the game loop
  • Loading and creating models
  • Controlling models and cameras
  • Parenting and nodes
  • Basic collision detection

18
Learning and Teaching
  • Lectures give you key information.
  • Practicals allow you to apply the information.
  • Play allow you to see what happens if...

19
Or to put it another way...
  • Lectures are easy to forget.
  • Practicals let you learn.
  • Play and you will master programming.
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