Game dev competition, win a deal worth 65 000 euros

Discussion in 'Announcements' started by Tobias, Jun 1, 2010.

  1. Tobias

    Tobias
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    We launched a competition today, into which you enter with a game concept and a prototype.
    The winning team walks away with a deal worth 65 000 euros.

    [​IMG]

    Go check it out now: Make 'em Up

    We are hoping that some of the best entries will come from people on this forum, as it's full of talented people who might not have reached the level of financial success that they deserve.

    Are you a member of another game dev forum? Please consider spreading the word.

    Fire away with the questions and the flames, I'll check for new posts with even higher frequency than usual.
     
  2. Vino

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    Says that marketing, PR, and all development (which I assume includes QA and localization) are handled by the developer. Those are all traditionally publisher roles, but the deal says 50/50. Isn't that a little bit skewed?
     
  3. Tobias

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    No, I don't think that is skewed since you keep ownership of the IP. Also, it is not an advance to be paid off with the royalties which is the "usual" thing to do. Here you start seeing profits from day one as the game is released, and the development is paid for. What more could you ask? (that's a real question, I want feedback)

    As you keep the IP, this deal is something you can build a nice business upon. When all is said and done, you have a tight team who have worked together on a real project, you have an IP to start building an empire on, and you have a revenue stream from the first title of that IP to keep you going until the next release.

    Does that take away your concern?
     
  4. filharvey

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    From the test machines being a PC and Mac, I take it iPhone / iPad / Android are out.

    Also what about MySpace and Facebook games. Ie Social Games?

    Phil
     
  5. papillon

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    Perhaps they're sick of all that stuff and want to promote "real" games?

    *ducks and runs*
     
  6. Tobias

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    Hehe... we do say that running inside emulators/simulators is fine. It's up to you how to make that easy for us. Also, just because the target platform for the final game is iPhone, doesn't mean your prototype must run on it.

    I'm certain you can show us that your social game is fun, even if you have to do it outside the social context.
     
  7. Vino

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    Oh I'm not concerned, I'll be entering the competition either way. I just would like to see more involvement from the publisher in the marketing and distribution side of things. QA and i18n I think the developer could probably handle by himself (or ignore) but marketing and distribution really is more of a publisher's job.

    Since the publisher is putting up $80k and the 50/50 is from gross (not net) revenue, I suppose 50/50 is a good deal. The publisher is taking more of a risk in this case than the developer, who gets away scotch free with the prize money if the game makes no money, but the publisher needs the game to make at least $160k in sales to turn a profit. Is that an accurate assessment?

    Also how do you feel about non-European teams?
     
  8. JeBuS

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    I think the sponsors should supply some of the same information the developers are being asked for. Particularly the Introduction, Previous Games, and maybe examples of the Budgets on the titles they've previously published.


    But then, I'm a particularly suspicious individual. :)
     
  9. Tobias

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    Correct, if the game earns less than ~ $160k = overall loss for us, not for the winners

    We are not acting as publishers in this. We are producers ;)

    We are looking for teams from all over the world, not just the EU.
     
  10. Vino

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    I don't want to be argumentative, but I'm not quite sure I understand what you mean. My understanding is:

    Movie producer ~= Game publisher
    Game producer ~= Project manager

    Which are you?
     
  11. Game Producer

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    Vino: check out the "deal" page. It sums up pretty well how things go.

    P.S. Blogged & sort of tweeted this.
     
  12. Vino

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    Yeah I read the deal page thanks, doesn't really address my question. He says they're going to be a "Producer" and I want him to clarify that. It doesn't look like they want to be a movie-style producer because they don't want to do marketing and distribution, but they don't want to be game-style producers either because they're asking for a full project plan in their application form. I think that they can't have it both ways. It sounds like they just want to be the investor.
     
  13. Tobias

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    The role of movie producers may not be as clear-cut as you think, and their role has also shifted throughout history.

    But that does not matter. We call ourselves producers in this project. We initiate, raise funds, co-ordinate, and supervise. We do not do the marketing or distribution work, but we will help out with advice and connections. Anything else you need to know, besides which category to place us in, I'll be happy to tell you.

    Thanks for the blog entry, Game Producer.
     
  14. Vino

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    That suits me, thanks.
     
  15. Wrote A Game or Two

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    65,000 Euros. That sounds like alot of money - about $80 grand US.

    But considering what the developer will be on the hook for, it's not.

    As a developer, if I "win", I have to:

    Pay for my team. That includes my artist, my developer (which is me - but still I gotta feed my kids and pay the bills at home or else my family gets upset) my music composer, my business partner (he makes lots of phone calls and keeps the company's bills paid and the government happy, etc which isn't always easy - he says it's like herding cats), my QA analyst, any sound effects or additional graphics we'll need (my artist is good but even he can't do EVERYTHING), any dev tools we'll need to do additional platforms (we do only PC games at the moment), etc.

    Pay for marketing. Talk about a money pit - you can spend a lot of money really, really fast this way and barely be a blip. I can't believe you guys are taking a bigger cut than a publisher does and you're not even kicking in for marketing. I can burn up 80 grand on my team in 6 months and not even have a finished game yet.

    Finish the game. This sounds obvious but with a backer paying you to create something, you had damn well better deliver and on time. Suppose someone quits, or gets sick, or loses their mind and has a nervous breakdown after only getting paid about $5,000 for their time because the game that they were told would be a smash hit, make them rich, and only take 4 months to finish has dragged on for a year and a half with no end in sight and it just came back from QA *again* with 5 new bugs that weren't found in the previous 5 rounds and the wrong song plays on level 4 and the main character somehow ended up with no eyebrows and the power company just showed up wanting the electric bill paid or else we work by candlelight and gas generator for the computers ... pant, pant? You laugh, but it happens. What then?

    THEN, when you get it ALL DONE and a publisher picks it up and gets their cut, and then the MakeEmUp guys get their cut, and you've finished paying for the divorce lawyer, you might come out ahead if you can magically move, I'd say, what... about 40,000 units at typical portal pay rates? Naah, better make that an even 60,000 to pay the bankruptcy lawyer also.

    Call it sour grapes perhaps, but I can (and have, with the exception of moving 40,000 units - I wish, but someday it'll happen if I keep at it) do all of the above without any sage "advice" from "a producer". So have many others here.

    So thanks, and no disrespect, but personally, I'll pass.
     
  16. barrygamer

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    btw, similar contest over at activision, but for US indies only:
    http://www.eurogamer.net/articles/activision-hosting-indie-competition-article

    The rules of that one arent entirely clear (where they publish it, or assist in any dev). It seems like both contests are, basically, prize money - which is fine I guess.

    Personally I dont think I'd risk exposing my 'amazing' game idea /IP :cool: but I am paranoid like that. Oh, and I'm doing small scale iphone/web stuff anyway.
     
  17. JeBuS

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    This is basically how I read it, too. 65k Euros is about all I see them bringing to the table. Until they show me something about the man behind the curtain, this is all I know about them.
     
  18. lennard

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    Coming from a big dev. background I know that 80K ain't much, hardly worth getting out of bed for.

    Having left that big dev. background behind 7+ years ago (gasp)... 80K is actually a bag of money that I'm not sure they will make back. If you look at the #'s on Game Producers website you'll find that many indie's don't come anywhere near earning that kind of money on a release so, if it's real, it's a pretty decent deal for an indie. Or your typical iDeveloper from the #'s I have been reading.

    My biggest concern would be what happens when the game is done and the money isn't there? Some kind of escrow situation wouldn't be a bad idea.

    Better yet? Use the 80K to replace what Reflexive was doing so that we all have a one stop shopping outlet for publishing and affiliating. Turborilla becomes a publisher in one fell swoop, everybody gets 40% from a new portal (like Reflexive used to offer) and everybody can flesh out their stores with titles that have been tested and wrapped (which also would pay 40%). Everybody wins and we are back to the good old days...
     
  19. Wrote A Game or Two

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    "Interestingly, the terms of the competition, which must be agreed to, say entrants must "acknowledge" that Activision may make games "similar to the entrant's submission" and must give first right of refusal to Activision for the development or publishing of any submission. "

    Yeah right. No thanks.

    Come on, you'd have to be a complete dope to fall for this stuff, people!

    You want Activision to publish your game? Write it and send it to them like you would any other publisher. Don't put it in a contest where the rules say you have to kiss your rights goodbye just to enter.:mad:
     
  20. Tobias

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    I agree, never enter anything that mentions first and/or last negotiation rights, you have basically lost your ability to go to other publishers then.

    @Wrote a game or two: I think you forgot a couple of things that we do different than how it's "usually" done:

    1. You own and control the IP
    2. You won't have to pay back the "advance" with royalties

    If you do not appreciate the value of owning IP, then I understand your position.
     

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