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Pretty
       Good
 The Definitive Guide to
Funding Your Masterpiece




        James Gwertzman
    Vice President, PopCap Games
         james@popcap.com
How good is your team?
           How much money do you need?
How much risk are you willing to share?

   So, you want to fund a GAME?
          How much experience do you have?
What is your cost structure?
                                How risky is it?
     What are your goals?
        What‟s your track   record?       Why?
What are you willing to give up?

  • Funding is a double-edged sword…
     • You cannot build a game or team without it.
     • But, this choice will limit your options and shape
       your opportunities.
  • So, choose carefully…Not all funding sources
    are equally good for everyone.
  • Incentives must match on both sides.
Match your FUNDING…


  …to your GOALS   & AMBITIONS.
Key steps toward getting funded
            $$$
                 Keeping it!
                 Doing the deal
                 Your pitch
                 Your choices
                 Your network
                 Your team
                 Your story
Critical to your success      Will keep you focused




                  Your story
              • Why games?
              • Your goals & ambitions?
              • Why are you different?




    Will help you make            Key to attracting
    tough decisions               employees, partners,
                                  investors, etc.
Mission statement:


  Create the best games ever.
  Have fun doing it.
 (Sound familiar? How is your company
 going to stand out?)
Your team
• Are your expectations realistic?
• What is your cost structure –
  • Working from home or in a garage?
  • Have you thought about mortgages, health
    insurance, kids?
• Track record?
• Team structure –
  • Equal partnership?
  • Corporation?
  • Co-founders?
Building your network

                        •   Friends
                        •   Conferences
                        •   Cold calls
                        •   LinkedIn
                        •   Introductions
                        •   Seminars
                        •   Referrals
                        •   Facebook
                        •   Plaxo
Your choices
  Freedom (creative, etc.)
                             Self-funding (organic growth)



                                              Publishing deal



                                                             Venture capital
                                   Strategic partner




                                              Resources
Your choices
  Freedom (creative, etc.)
                             Self-funding (organic growth)



                                              Publishing Deal



                                                             Venture Capital
                                   Strategic Partner




                                              Resources
Self funding / organic growth
• No strings, not beholden to anyone
• Cost structure is everything
   • Can you slash spending and be competitive?
• Accountability
   • Can you stay focused and motivated without external forces?
   • Can your team stick together without outside forces?
   • No one to blame but yourselves…
• Will need to partner in some areas
   • Distribution
   • Licensing
   • Co-development
Self-funding is risky
• Especially in a rapidly growing market
    • Can you keep up with other, better-funded companies?
•   Where is your money coming from?
•   Do your partners share your goals?
•   Can you take sufficient risks to be successful?
•   Can you withstand a few early setbacks?
•   Beware personal guarantees & leases
    • How much money is really on the table?
Self-funding: Pros / Cons

• Highest upside if successful
• No safety net if a failure
• Difficult in a competitive, well-funded market
Case studio: PopCap Games
• Entirely self-funded
• Mixture of talent & luck in early days
   •   Right place at right time
   •   Talented team
   •   Previous experience working together
   •   High quality games
• Early cost structure very low
   • Single guys, no families, worked in garage (really!)
• Growth has paced the rest of the industry
Your choices
  Freedom (creative, etc.)
                             Self-funding (organic growth)



                                              Publishing deal



                                                             Venture capital
                                   Strategic partner




                                              Resources
Publishing deals
• Typical deal structure
  • Developer creates game
  • Publisher funds development, provides other services
  • Developer receives share of total revenue (royalty)
• Many different options that can be negotiated
  •   IP ownership
  •   Sequel rights
  •   Royalty advance vs. development fee
  •   Distribution rights by territory vs. worldwide
  •   Recoupment options
  •   Other platform rights (e.g., mobile, console, retail, etc)
Typical obligations

Developer             Publisher
• Initial QA          • Funding
• Game development    • Engine (in some cases)
• IP creation         • Marketing / PR
                      • Distribution
                      • Game feedback
                      • Localization
                      • Alternate platform
                        development
Key variables in analyzing P&L
• Royalty advance (e.g., $100K)
  • How much you are “loaned” to build game
• Royalty rate (e.g., 25%)
  • Percentage of revenue shared with developer
• Definition of net revenue vs. gross revenue
  • What expenses get deducted first?
• Recoup models
   • No recoup – “work for hire” model
   • Standard recoup – “developer loan” model
  • Recoup at 100% – “share costs” model
•   Cost: $150K
                                                                  •   Rev / Unit: $8
Pure distribution deal                                            •   No royalty advance
                                                                  •   Royalty rate: 50%
                                                                  •   Publisher cost: 50% of total
              $600,000

              $500,000     Royalties
                           Developer net revenue
              $400,000
                           Publisher net revenue

              $300,000
  Royalties




              $200,000

              $100,000

                     $-

              $(100,000)
                                                     Developer break even
              $(200,000)
                                           Publisher break even
              $(300,000)




                                            Units Sold
•    Cost: $150K
                                                                  •    Rev / Unit: $8
Royalty advance model                                             •    Royalty advance: $150K
                                                                  •    Royalty rate: 50%
                                                                  •    Publisher cost: 50% of total
              $600,000

              $500,000        Developer net revenue

              $400,000        Publisher net revenue

              $300,000
  Royalties




              $200,000     Developer break even
              $100,000

                     $-

              $(100,000)
                                                Publisher break even
              $(200,000)

              $(300,000)




                                               Units Sold
•   Cost: $150K
                                                               •   Rev / Unit: $8
Cost share model                                               •
                                                               •
                                                                   Royalty advance: $150K
                                                                   Royalty rate: 50%
                                                               •   Publisher cost: 50% of total
             $600,000

             $500,000     Developer net revenue

             $400,000     Publisher net revenue

             $300,000
 Royalties




             $200,000

             $100,000

                    $-

             $(100,000)

             $(200,000)
                                              Developer & publisher share revenue
                                              equally once cost is recouped.
             $(300,000)




                                           Units Sold
Hey, those numbers look
                              Not so fast… Not all games
pretty good. Why don‟t all
                             will be hits. Publishers have to
   publishers pay 50%
                             assume some games will lose
 royalties? They must be
                             money and cover themselves.
  greedy bastards, eh?




   Paranoid developer                     Greedy suit
•    Cost: $150K
                                                                 •    Rev / Unit: $8
Publisher risk analysis                                          •    Royalty advance: $150K
                                                                 •    Royalty rate: various
                                                                 •    Publisher cost: 50% of total
                  40%
                                                                                                           Net Before
                                         Game Type   Units Sold # games Revenue       Advance    Overhead   Royalty
                  35%
                                           AAA          150,000        1 $1,200,000     $150,000   $75,000   $975,000
                                            A             60,000       2 $960,000       $300,000  $150,000   $510,000
                  30%                       B             30,000       4 $960,000       $600,000  $300,000    $60,000
                                            F                  0       2         $0     $300,000  $150,000 $-450,000
                                                        390,000        9 $3,120,000   $1,350,000  $675,000 $1,095,000
                  25%
  Publisher ROI




                                                                           Hit titles must make up
                  20%
                                                                           for flops or failures.
                  15%


                  10%


                  5%


                  0%
                        0%   10%   20%   30%           40%           50%          60%            70%
                                            Royalty Rate
Project risk profile
                • Have they worked together
      Team        before? Track record?

                • Has it been used to make a
   Technology     game before?


     Genre      • How competitive is it?

                • Original IP or a well-known
       IP         brand?
When to approach a publisher?
 •   As late as possible….
 •   Ideas are cheap
 •   Demonstrate your potential
 •   Gain leverage
Publishing deal: Pros / Cons

•   Great way to build reputation
•   Great way to have an impact as small developer
•   Reduces your long-term value, esp. to an acquirer
•   Caps upside in the event of a hit
Case study: Escape Factory

• Funding over 3 years:
  •   Angel funding ($250K)
  •   Personal funding ($250K)
  •   Contract work ($200K)
  •   Publishing contract w/ major publisher ($3M)
• Publishing contract was cancelled
  • No other deals lined up
  • Studio eventually went out of business
• See extensive case study…
  • “What to Do When it All Goes to Hell”
Case study: Sprout Games

• Two relevant mottos:
  • “Spend no money” (we were total tight-wads)
  • “Simplicity ahead of personal gain”
    (quality of life matters more than a few revenue points)
• Funded via publishing deal w/ RealNetworks
• Games were very successful
• Ultimately acquired by PopCap Games
  • But… value to PopCap less than it could have been
    because of rights tied up in publishing deal
Your choices
  Freedom (creative, etc.)
                             Self-funding (organic growth)



                                              Publishing deal



                                                             Venture capital
                                   Strategic partner




                                              Resources
Professional investor (VC or angel)

 • Not historically an option in the game industry
   • But casual gaming is hot right now…
 • Typical deal structure
   •   VC funds the company, all development
   •   Developer builds long-term value
   •   Company is acquired (few other credible exit options)
   •   VC is looking for 10x return (at least)
 • Must have clear exit strategy
 • Option of financing game(s) vs. company?
Typical deal options
 •   Funding levels / type
 •   Valuation / dilution
 •   Board seats (control)
 •   Other types of influence / decision making
 •   Will likely still need to partner with others
 •   Common deal terms
Why investors are not created equal
 •   Existing portfolios of companies?
 •   Long-term aspirations / ambitions?
 •   “Marquee” value / reputation within industry?
 •   Original thinker vs. herd follower
 •   Understanding/experience in game industry?
 •   Industry contacts?
 •   Participation in later rounds of fundraising?
When to approach an investor?
• Different stages
  • Seed financing
  • Start-up or early-stage
  • First-stage, second-stage, etc
• Depends on the stage…
  • Early is not necessarily bad IF you have a track record
  • Problems with being a somewhat profitable company
    (zombie)
• Depends on the climate…
  • “Community” very hot right now
Venture capital: Pros / Cons
• Great way to create a lot of company value
• Incentives may not line up
  • Different definitions of success
• How much control are you giving up?
• How well do you know your investors?
• The last thing a VC wants is a slowly
  growing, mildly successful company (zombie)
  • If you‟re going to fail, they want you to fail fast
  • You may want a “lifestyle” company
  • But VC has very different motives
Your choices
  Freedom (creative, etc.)
                             Self-funding (organic growth)



                                              Publishing deal



                                                             Venture capital
                                   Strategic partner




                                              Resources
Strategic partners
• Someone with strategic interest in your success
  • Distribution partners
  • Hardware/software companies
  • Territory-specific leaders
• Ideally close alignment in goals
  • Room for true win/win deals
• Where do partners come from?
  • Look around the industry…
• Sometimes a quasi-joint venture
• More appropriate for later-stage investing?
Your pitch
• Your job: make it easy to get the deal
  • Find out what the other company needs to see
  • Then show it to them
• Publisher: prototype
  • Fun is most important in the prototype…
  • Quality & polish can be communicated separately
• Investor: business plan
  • Quality of your team is most important
  • Followed by a “big” idea & compelling justification
Sample prototype: Venice




     Venice prototype       Final version of Venice
  Submitted Nov 17, 2005   Published June 26, 2007
Your deal
•   Full time job for someone on your team
•   Will take longer than you think
•   You may need to push it along
•   On the care & feeding of a lawyer
    • Educate yourself on IP contracts
    • Review the contract yourself carefully
    • Pass your own redlined copy to your lawyer
    • Review your lawyer‟s changes to understand which
      are true “show stoppers”
    • Negotiate with the other company directly yourself
Classic funding mistakes

• Too much money, too soon
• Great ideas, but no team or plan for how to
  execute game creation
• Lack of understanding on both sides (other side
  is not evil)
• Following other companies too closely
• Wrong audience / wrong product / wrong timing
Keeping it!
• Managing your funding source is a full-time job
  • It‟s not about success.
  • It„s about making sure your investor sees success.
  • The difference is subtle, but critical …
• Manage expectations carefully
  • Undersell, overdeliver. Clichéd, but true.
Q&A

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Definitive Guide To Funding Your Video Game Masterpiece

  • 1. Pretty Good The Definitive Guide to Funding Your Masterpiece James Gwertzman Vice President, PopCap Games james@popcap.com
  • 2. How good is your team? How much money do you need? How much risk are you willing to share? So, you want to fund a GAME? How much experience do you have? What is your cost structure? How risky is it? What are your goals? What‟s your track record? Why?
  • 3. What are you willing to give up? • Funding is a double-edged sword… • You cannot build a game or team without it. • But, this choice will limit your options and shape your opportunities. • So, choose carefully…Not all funding sources are equally good for everyone. • Incentives must match on both sides.
  • 4. Match your FUNDING… …to your GOALS & AMBITIONS.
  • 5. Key steps toward getting funded $$$ Keeping it! Doing the deal Your pitch Your choices Your network Your team Your story
  • 6. Critical to your success Will keep you focused Your story • Why games? • Your goals & ambitions? • Why are you different? Will help you make Key to attracting tough decisions employees, partners, investors, etc.
  • 7. Mission statement: Create the best games ever. Have fun doing it. (Sound familiar? How is your company going to stand out?)
  • 8. Your team • Are your expectations realistic? • What is your cost structure – • Working from home or in a garage? • Have you thought about mortgages, health insurance, kids? • Track record? • Team structure – • Equal partnership? • Corporation? • Co-founders?
  • 9. Building your network • Friends • Conferences • Cold calls • LinkedIn • Introductions • Seminars • Referrals • Facebook • Plaxo
  • 10. Your choices Freedom (creative, etc.) Self-funding (organic growth) Publishing deal Venture capital Strategic partner Resources
  • 11. Your choices Freedom (creative, etc.) Self-funding (organic growth) Publishing Deal Venture Capital Strategic Partner Resources
  • 12. Self funding / organic growth • No strings, not beholden to anyone • Cost structure is everything • Can you slash spending and be competitive? • Accountability • Can you stay focused and motivated without external forces? • Can your team stick together without outside forces? • No one to blame but yourselves… • Will need to partner in some areas • Distribution • Licensing • Co-development
  • 13. Self-funding is risky • Especially in a rapidly growing market • Can you keep up with other, better-funded companies? • Where is your money coming from? • Do your partners share your goals? • Can you take sufficient risks to be successful? • Can you withstand a few early setbacks? • Beware personal guarantees & leases • How much money is really on the table?
  • 14. Self-funding: Pros / Cons • Highest upside if successful • No safety net if a failure • Difficult in a competitive, well-funded market
  • 15. Case studio: PopCap Games • Entirely self-funded • Mixture of talent & luck in early days • Right place at right time • Talented team • Previous experience working together • High quality games • Early cost structure very low • Single guys, no families, worked in garage (really!) • Growth has paced the rest of the industry
  • 16. Your choices Freedom (creative, etc.) Self-funding (organic growth) Publishing deal Venture capital Strategic partner Resources
  • 17. Publishing deals • Typical deal structure • Developer creates game • Publisher funds development, provides other services • Developer receives share of total revenue (royalty) • Many different options that can be negotiated • IP ownership • Sequel rights • Royalty advance vs. development fee • Distribution rights by territory vs. worldwide • Recoupment options • Other platform rights (e.g., mobile, console, retail, etc)
  • 18. Typical obligations Developer Publisher • Initial QA • Funding • Game development • Engine (in some cases) • IP creation • Marketing / PR • Distribution • Game feedback • Localization • Alternate platform development
  • 19. Key variables in analyzing P&L • Royalty advance (e.g., $100K) • How much you are “loaned” to build game • Royalty rate (e.g., 25%) • Percentage of revenue shared with developer • Definition of net revenue vs. gross revenue • What expenses get deducted first? • Recoup models • No recoup – “work for hire” model • Standard recoup – “developer loan” model • Recoup at 100% – “share costs” model
  • 20. Cost: $150K • Rev / Unit: $8 Pure distribution deal • No royalty advance • Royalty rate: 50% • Publisher cost: 50% of total $600,000 $500,000 Royalties Developer net revenue $400,000 Publisher net revenue $300,000 Royalties $200,000 $100,000 $- $(100,000) Developer break even $(200,000) Publisher break even $(300,000) Units Sold
  • 21. Cost: $150K • Rev / Unit: $8 Royalty advance model • Royalty advance: $150K • Royalty rate: 50% • Publisher cost: 50% of total $600,000 $500,000 Developer net revenue $400,000 Publisher net revenue $300,000 Royalties $200,000 Developer break even $100,000 $- $(100,000) Publisher break even $(200,000) $(300,000) Units Sold
  • 22. Cost: $150K • Rev / Unit: $8 Cost share model • • Royalty advance: $150K Royalty rate: 50% • Publisher cost: 50% of total $600,000 $500,000 Developer net revenue $400,000 Publisher net revenue $300,000 Royalties $200,000 $100,000 $- $(100,000) $(200,000) Developer & publisher share revenue equally once cost is recouped. $(300,000) Units Sold
  • 23. Hey, those numbers look Not so fast… Not all games pretty good. Why don‟t all will be hits. Publishers have to publishers pay 50% assume some games will lose royalties? They must be money and cover themselves. greedy bastards, eh? Paranoid developer Greedy suit
  • 24. Cost: $150K • Rev / Unit: $8 Publisher risk analysis • Royalty advance: $150K • Royalty rate: various • Publisher cost: 50% of total 40% Net Before Game Type Units Sold # games Revenue Advance Overhead Royalty 35% AAA 150,000 1 $1,200,000 $150,000 $75,000 $975,000 A 60,000 2 $960,000 $300,000 $150,000 $510,000 30% B 30,000 4 $960,000 $600,000 $300,000 $60,000 F 0 2 $0 $300,000 $150,000 $-450,000 390,000 9 $3,120,000 $1,350,000 $675,000 $1,095,000 25% Publisher ROI Hit titles must make up 20% for flops or failures. 15% 10% 5% 0% 0% 10% 20% 30% 40% 50% 60% 70% Royalty Rate
  • 25. Project risk profile • Have they worked together Team before? Track record? • Has it been used to make a Technology game before? Genre • How competitive is it? • Original IP or a well-known IP brand?
  • 26. When to approach a publisher? • As late as possible…. • Ideas are cheap • Demonstrate your potential • Gain leverage
  • 27. Publishing deal: Pros / Cons • Great way to build reputation • Great way to have an impact as small developer • Reduces your long-term value, esp. to an acquirer • Caps upside in the event of a hit
  • 28. Case study: Escape Factory • Funding over 3 years: • Angel funding ($250K) • Personal funding ($250K) • Contract work ($200K) • Publishing contract w/ major publisher ($3M) • Publishing contract was cancelled • No other deals lined up • Studio eventually went out of business • See extensive case study… • “What to Do When it All Goes to Hell”
  • 29. Case study: Sprout Games • Two relevant mottos: • “Spend no money” (we were total tight-wads) • “Simplicity ahead of personal gain” (quality of life matters more than a few revenue points) • Funded via publishing deal w/ RealNetworks • Games were very successful • Ultimately acquired by PopCap Games • But… value to PopCap less than it could have been because of rights tied up in publishing deal
  • 30. Your choices Freedom (creative, etc.) Self-funding (organic growth) Publishing deal Venture capital Strategic partner Resources
  • 31. Professional investor (VC or angel) • Not historically an option in the game industry • But casual gaming is hot right now… • Typical deal structure • VC funds the company, all development • Developer builds long-term value • Company is acquired (few other credible exit options) • VC is looking for 10x return (at least) • Must have clear exit strategy • Option of financing game(s) vs. company?
  • 32. Typical deal options • Funding levels / type • Valuation / dilution • Board seats (control) • Other types of influence / decision making • Will likely still need to partner with others • Common deal terms
  • 33. Why investors are not created equal • Existing portfolios of companies? • Long-term aspirations / ambitions? • “Marquee” value / reputation within industry? • Original thinker vs. herd follower • Understanding/experience in game industry? • Industry contacts? • Participation in later rounds of fundraising?
  • 34. When to approach an investor? • Different stages • Seed financing • Start-up or early-stage • First-stage, second-stage, etc • Depends on the stage… • Early is not necessarily bad IF you have a track record • Problems with being a somewhat profitable company (zombie) • Depends on the climate… • “Community” very hot right now
  • 35. Venture capital: Pros / Cons • Great way to create a lot of company value • Incentives may not line up • Different definitions of success • How much control are you giving up? • How well do you know your investors? • The last thing a VC wants is a slowly growing, mildly successful company (zombie) • If you‟re going to fail, they want you to fail fast • You may want a “lifestyle” company • But VC has very different motives
  • 36. Your choices Freedom (creative, etc.) Self-funding (organic growth) Publishing deal Venture capital Strategic partner Resources
  • 37. Strategic partners • Someone with strategic interest in your success • Distribution partners • Hardware/software companies • Territory-specific leaders • Ideally close alignment in goals • Room for true win/win deals • Where do partners come from? • Look around the industry… • Sometimes a quasi-joint venture • More appropriate for later-stage investing?
  • 38. Your pitch • Your job: make it easy to get the deal • Find out what the other company needs to see • Then show it to them • Publisher: prototype • Fun is most important in the prototype… • Quality & polish can be communicated separately • Investor: business plan • Quality of your team is most important • Followed by a “big” idea & compelling justification
  • 39. Sample prototype: Venice Venice prototype Final version of Venice Submitted Nov 17, 2005 Published June 26, 2007
  • 40. Your deal • Full time job for someone on your team • Will take longer than you think • You may need to push it along • On the care & feeding of a lawyer • Educate yourself on IP contracts • Review the contract yourself carefully • Pass your own redlined copy to your lawyer • Review your lawyer‟s changes to understand which are true “show stoppers” • Negotiate with the other company directly yourself
  • 41. Classic funding mistakes • Too much money, too soon • Great ideas, but no team or plan for how to execute game creation • Lack of understanding on both sides (other side is not evil) • Following other companies too closely • Wrong audience / wrong product / wrong timing
  • 42. Keeping it! • Managing your funding source is a full-time job • It‟s not about success. • It„s about making sure your investor sees success. • The difference is subtle, but critical … • Manage expectations carefully • Undersell, overdeliver. Clichéd, but true.
  • 43. Q&A