Selling the rights to my game/company?
Members - Reputation: 112
Posted 23 February 2013 - 02:48 PM
Unfortunately, I have no idea where to start. I understand it is an ignorant question, but could someone lead me in the right direction here?
Moderators - Reputation: 11755
Posted 23 February 2013 - 04:45 PM
You need to network. A lot. Go to a lot of business mixers and game industry events.
Making games fun and getting them done.
Please do not PM me. My email address is easy to find, but note that I do not give private advice.
Moderators - Reputation: 30426
Posted 23 February 2013 - 04:58 PM
There are certainly many people with more money than sense, and perhaps you could convince some of them, but honestly if you don't want it why should they?
Check out my book, Game Development with Unity, aimed at beginners who want to build fun games fast.
Also check out my personal website at bryanwagstaff.com, where I write about assorted stuff.
Members - Reputation: 112
Posted 24 February 2013 - 07:53 AM
Crossbones+ - Reputation: 1975
Posted 24 February 2013 - 01:28 PM
Which leads me to think that I can't necessarily sell the company or the game, but possibly the rights to all of the game's resources.
Most likely your company and the existing game are worth more than just the game's resources (code, art, etc.). Presuming you have decent game sales, your company's value is ["game/brand recognition" + income from game - overhead needed to maintain the game].
Without your company and (existing) game, you don't have the two positive terms in that equation.
Put another way-- the game as it exists on the App Store is generating sales and is known. If all I have is the assets to clone the game, then I would have to make it and release it as yet another unknown game in the app store and start from square one
Have you valued your company? How much would you buy it for?
One way to do that is to look at it like a cold, hard investment. If someone paid $1000 for your game/company, what income would the game produce (how many game sales/week do you have or in-game purchases, ad revenue, etc.). Then subtract $$ it would take to hire someone part-time to maintain the game--fix bugs, etc and continue to support customers, pay the web site fees and annual Apple fee, etc. If that results in $20/month, then you'll probably have few takes (since it would take 50 months to recoup). If however, the game were generating $200/month, then it might be interesting to someone..
Executive Director, GameSoundCon:
GameSoundCon 2015:November 3-4, Los Angeles, CA
Founder, Brian Schmidt Studios, LLC
Music Composition & Sound Design
Audio Technology Consultant