~/talk

How mobile game developers can make the most of thirdparty IP

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Panelists explain how licensed games get built and paid for: studios convert core elements like Pac-Man’s eat-and-escape loop or Family Guy’s non sequiturs into gameplay, pitch to holders, then negotiate terms—examples include Pac-Man Bounce with Bandai Namco, a Kevin Hart social adventure, an Expendables title, and Iron Maiden RPG. Deal levers include upfront vs rev-share, negotiate exclusivity and territory, recoupable minimum guarantees, and traps like avoid per-download fees. Avatar deals take years; authenticity to fandom drives long-term success.

AI-written summary · about

  1. 0:00Introduction
  2. 2:18Who is Craig
  3. 3:43Who is Tony
  4. 5:49How the studio started
  5. 7:43Adapting thirdparty IP
  6. 10:38Working with IP holders
  7. 12:46IP in interactive media
  8. 15:03IP tropes
  9. 16:09Consumer concerns
  10. 22:08Everything is negotiable
  11. 23:22How do they get profitable
  12. 25:24Questions
  13. 28:10Overvaluing
  14. 28:59Deal template
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