Selling ALL RIGHTS?

I am looking to sell all rights, to a game that is in the works, once i completely finish the game, i will post a video with screenshots and what not,

but…

Im looking to see how much people would pay, its a 3rd person skateboarding game, the skateboarder has a bunch of places to skate,

An entire city, a skate park, etc

different worlds, FOR IPHONE, IPAD, MAC

how much do people pay for all rights?

Depends how good your game is and if they can see the potential to make that money back.

It can also depend massively on if they believe they could build a profitable sequel or spinoff. If it involves a lovable character or more story it can get a better price, as they arn’t just paying for the game, but rather what other games could come out of it.

I’m no expert, but I have researched the market a bit. In my opinion, it’s about “The Deal”. It depends on several things.

  1. Who is buying, and what they are willing to pay.

  2. You could simply add up your man hours and put a price tag on that.

Personnally I would avoid a buy-out, It doesn’t serve anybody [imho], in the world of publishing, it is wiser to license your work.

That being said, if I were to do a buy-out I would calculate my man hours (standard freelance rate, not in-house employee rate) and multiply by 3. Think of it like this. How would a business owner calculate the sale price of it’s business?

So here is my scenario:

Standard hourly rate for game developers (coders, artist, designer,… whatever, just an arbitrary number, average) , $30 per hour
Standard for freelance or independent ( multiply by 3, for tax deductions, business expense, insurences…whatever) , $90 per hour

Say you put in 100 man hours. Your labor value is $9,000.00, Where $3,000.00 looks like a clear profit. Still I think any business would not sell it’s business for “one-off” profit. You should go for at least 3 time profit. $9,000 +($3,000.* 3) = $18,000.

If you license your product, It may look like this. You license you product @ 10%. The licensor leases your product, and anticipates revenue of $500,000.00 first year. They will advance 50% royalty of projected sales. That’s a check for $25,000.00… and they keep paying as long as they make money. Do the math my friend.

Developers need to be educated as to how to make money in the industry. The way it is now, there are many talented people who may be taken advantage of, and selling themselves short. Buyers are not going to show you how to make money. This weakens the marketplace, and we end up with a lot of cheap crap and finically poor developers. Get paid well so you can continue to create BETTER games

Finally, this may seem difficult to achieve. I’m still working on that one myself….

I dont know it would depend on how good it was. Why wouldnt you just sell it yourself?

i have put 4 month of work into it (and still not done) , and I’m afraid that i won’t make as much revenue,

(i used to make 2d games) and moved to 3d and this would be the first 3d game, i made.

and I’m not sure if 3d makes around 50,000 on the appstore, I’m afraid to publish it on my account and see like 100 sales then next day 50 then 20 then eventually 1-5 a day :frowning:

I don’t understand your concern. If you have spent so much time in designing this game, just release it and wait for people to buy it :slight_smile:

Something seems abit wrong with your profile, if you are 13 and have 200 apps in the app store.

People wont buy or license something that doesn’t have a good proof of concept. If you are selling game with source then people expect its been already released somewhere fully or as demo at least. Game that has sold something and has good reviews is great for marketing. If you have nothing good then you might not be able to sell it even with a bargain price tag.

Buying a game source without good reviews is huge risk anyways since it might look good on demo videos etc. but when you buy it and look at the code it might look totally horrible and messy meaning it was waste to buy it since you cant extend or change it without massive rework. To sell something like this you need demos, videos, sample code and good reviews or else you might only get a couple Sunday coders to buy it but no one else.

Lots of info, appstore references + good reviews = higher price

yeah i checked some of the apps with itunes and sorry to say but most of them look simple code in one day games… couldn’t find reviews for nearly any of those apps. It also looks like app spam since theres a game released almost every second day :frowning:

i see , thank you all so much for helping

and yes this is the hardest iv worked on a game, thus i dont want to invest so much and get really nothing back, but ill dive in and take the plunge and see if apple will make me rich :slight_smile:

im 14 btw

and also once i finish the game

i will post screenshots and what not for you and evrryone to see

appreciate it

So hows quantity over quality treating you? 200 apps huh? do you have a link to your appstore so I can see them? would be impressive for a 14 year old to be honest.

http://itunes.apple.com/us/artist/reza-pekan/id378934678