How mobile game developers can make the most of thirdparty IP
summary
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.
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chapters (14)
- 0:00Introduction
- 2:18Who is Craig
- 3:43Who is Tony
- 5:49How the studio started
- 7:43Adapting thirdparty IP
- 10:38Working with IP holders
- 12:46IP in interactive media
- 15:03IP tropes
- 16:09Consumer concerns
- 22:08Everything is negotiable
- 23:22How do they get profitable
- 25:24Questions
- 28:10Overvaluing
- 28:59Deal template
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