Developers commonly make mistakes in publisher relationships that negatively impact the deal terms. Some of the top mistakes include not being properly organized before signing a deal, failing to specify game features and milestones upfront, misunderstanding intellectual property ownership, and not planning for various termination scenarios. It is important for developers to get their business in order with the right legal and financial advisors, clearly outline the game's scope and development roadmap, retain rights to underlying technology where possible, and negotiate protections like kill fees in the event the publisher ends the relationship. Properly addressing these issues upfront can help developers avoid being taken advantage of in publisher agreements and set themselves up for success long-term.
Top Mistakes Developers Make BEFORE Entering into a Publishing Agreement | Da...Jessica Tams
This document summarizes common mistakes that developer studios make in relationships with game publishers. It outlines four main mistakes: 1) Not having business affairs in order before negotiating a deal, such as forming an LLC and having necessary legal and financial advisors. 2) Not clearly defining the game's specifications and milestone deliverables upfront. 3) Failing to properly address intellectual property ownership of the game and any underlying technology. 4) Not planning for various termination scenarios and how to transition projects in those cases. The document provides suggestions on how to avoid these mistakes by being well-organized, specifying deliverables, retaining appropriate rights, and including protections in the contract.
Evaluación de calidad para servicios de voz móviles, incluyendo interfaces de...Ministerio TIC Colombia
This document discusses quality of service assessment for mobile speech services, including in vehicles. It contains the following key points:
1. The impact of terminal design on speech quality and methods for assessing quality are discussed, including standards for testing mobile terminals.
2. Driver distraction from speech services in cars is addressed, noting the importance of superior communication quality and seamless interaction to reduce distraction.
3. Ensuring high speech intelligibility and naturalness in vehicles is important to reduce driver distraction from poor sound quality. Wideband services and efficient use of vehicle audio systems can help achieve this.
Behrouz Bayat discusses various funding options for game studios, including government grants, publishers, private investors, crowdfunding, accelerators, and venture capital. He notes that venture capitalists seek high returns and look for companies pursuing large market opportunities with strong execution. Bayat advises studios to prepare business plans, financial documents, legal agreements, and have a vision for long-term growth to attract investment.
This document discusses how to build better brands through gaming. It outlines key branding elements that developers can control, such as name, packaging, price, history, and advertising, as well as uncontrolled elements like reputation and community response. It emphasizes understanding target demographics, starting early with legal protections and community building, testing different strategies, and adapting based on analytics and feedback. The overall message is that every aspect of a game can refine its brand if approached deliberately from a branding perspective.
Descripción técnica de la la Aplicación Calidad Celular, la cual le permite al usuario llevar un historial de las llamadas fallidas o de la fallas en la señal
Transformación de TI que lidera la transformación de las organizacionesMinisterio TIC Colombia
Los líderes de las TIC en el sector público y representantes de la industria de las tecnologías de la información participaron en el Tercer CIO Summit Nacional, una iniciativa liderada por el Ministerio de TIC y la Cámara Colombiana de Informática y Telecomunicaciones (CCIT).
El cio del sector público una oportunidad para la transformación y el lider...Ministerio TIC Colombia
The document discusses establishing and sustaining a Government Chief Information Officer (GCIO) system. It provides an overview of the roles and responsibilities of a CIO and GCIO. It then summarizes experiences implementing the GCIO function in various countries like Ontario, Canada, the USA, Thailand, the UK, and Singapore. The document concludes by outlining activities to institute a GCIO system, including assessing readiness, establishing legal frameworks, developing the organization, and building human capacity.
Alex Mandryka is a game consultant who previously worked at Ubisoft and Relic. He provides tips on developing strategy for games. Some key points include: having a business strategy focused on satisfying others rather than yourself; a creative strategy such as having a MOBA that is fun and chill; and an implementation strategy of asking questions before having answers by prototyping to find what is not fun. Analysis of games should look closely at differences in systems. The training strategy suggests rational ways to learn different design skills like system design, interaction design, and narrative design.
Top Mistakes Developers Make BEFORE Entering into a Publishing Agreement | Da...Jessica Tams
This document summarizes common mistakes that developer studios make in relationships with game publishers. It outlines four main mistakes: 1) Not having business affairs in order before negotiating a deal, such as forming an LLC and having necessary legal and financial advisors. 2) Not clearly defining the game's specifications and milestone deliverables upfront. 3) Failing to properly address intellectual property ownership of the game and any underlying technology. 4) Not planning for various termination scenarios and how to transition projects in those cases. The document provides suggestions on how to avoid these mistakes by being well-organized, specifying deliverables, retaining appropriate rights, and including protections in the contract.
Evaluación de calidad para servicios de voz móviles, incluyendo interfaces de...Ministerio TIC Colombia
This document discusses quality of service assessment for mobile speech services, including in vehicles. It contains the following key points:
1. The impact of terminal design on speech quality and methods for assessing quality are discussed, including standards for testing mobile terminals.
2. Driver distraction from speech services in cars is addressed, noting the importance of superior communication quality and seamless interaction to reduce distraction.
3. Ensuring high speech intelligibility and naturalness in vehicles is important to reduce driver distraction from poor sound quality. Wideband services and efficient use of vehicle audio systems can help achieve this.
Behrouz Bayat discusses various funding options for game studios, including government grants, publishers, private investors, crowdfunding, accelerators, and venture capital. He notes that venture capitalists seek high returns and look for companies pursuing large market opportunities with strong execution. Bayat advises studios to prepare business plans, financial documents, legal agreements, and have a vision for long-term growth to attract investment.
This document discusses how to build better brands through gaming. It outlines key branding elements that developers can control, such as name, packaging, price, history, and advertising, as well as uncontrolled elements like reputation and community response. It emphasizes understanding target demographics, starting early with legal protections and community building, testing different strategies, and adapting based on analytics and feedback. The overall message is that every aspect of a game can refine its brand if approached deliberately from a branding perspective.
Descripción técnica de la la Aplicación Calidad Celular, la cual le permite al usuario llevar un historial de las llamadas fallidas o de la fallas en la señal
Transformación de TI que lidera la transformación de las organizacionesMinisterio TIC Colombia
Los líderes de las TIC en el sector público y representantes de la industria de las tecnologías de la información participaron en el Tercer CIO Summit Nacional, una iniciativa liderada por el Ministerio de TIC y la Cámara Colombiana de Informática y Telecomunicaciones (CCIT).
El cio del sector público una oportunidad para la transformación y el lider...Ministerio TIC Colombia
The document discusses establishing and sustaining a Government Chief Information Officer (GCIO) system. It provides an overview of the roles and responsibilities of a CIO and GCIO. It then summarizes experiences implementing the GCIO function in various countries like Ontario, Canada, the USA, Thailand, the UK, and Singapore. The document concludes by outlining activities to institute a GCIO system, including assessing readiness, establishing legal frameworks, developing the organization, and building human capacity.
Alex Mandryka is a game consultant who previously worked at Ubisoft and Relic. He provides tips on developing strategy for games. Some key points include: having a business strategy focused on satisfying others rather than yourself; a creative strategy such as having a MOBA that is fun and chill; and an implementation strategy of asking questions before having answers by prototyping to find what is not fun. Analysis of games should look closely at differences in systems. The training strategy suggests rational ways to learn different design skills like system design, interaction design, and narrative design.
Four Weddings and a Funeral: Five Real(ish) Video Game Deal War StoriesJas Purewal
Video game lawyer and business advisor Jas Purewal takes you through five real(ish) war stories of video game deals, what did/didn't work, what we can learn from them and how to do better deals in the video games industry.
LAFS Marketing and Monetization Lecture 2: Game PublishingDavid Mullich
The document discusses various paths for monetizing an inheritance, including saving it, investing it, or starting a business. It then focuses on starting a game business, covering topics like traditional vs. self-publishing, working with publishers, contract negotiations, and self-publishing considerations. The overall document provides guidance on strategically planning and executing different approaches to bringing a video game to market.
The document provides guidance on how to purchase HR software. It recommends evaluating features, alignment with business objectives, price and ROI, and fit for the organization. Additionally, it advises asking about the user adoption plan, technology roadmap, audited financials, user bill of rights, and usage-based purchasing. Negotiating contracts is also discussed, emphasizing ownership of data, automatic renewals, penalties for missed goals, and user adoption incentives.
This presentation covers tips and tricks for game developers and covers a little bit of everything for both work for hire developers, as well as those creating their own IP.
When shit hits the fan you need a planRalf C. Adam
This document provides guidance on dealing with conflicts that may arise with publishers during game development. It outlines the most common causes of conflict, such as changes to the publisher's strategy or requests for additional features without budget or timeline adjustments. It recommends implementing active fire protection through having a clear studio strategy, pitching additional projects, ensuring protective contract terms, transparent planning, and maintaining open communication. When conflicts do occur, it advises addressing issues constructively and documenting all discussions in writing.
Protecting Your Business Globally - David Snead, i2CoalitionResellerClub
The document discusses key considerations for protecting an international internet business, including:
- Creating global user agreements, negotiating with international vendors, optimizing corporate structure, and handling abuse issues.
- Carefully reviewing vendor contracts to understand obligations, assistance, long-term commitments, pricing, and intellectual property protection.
- Developing terms of service, service level agreements, acceptable use policies, and privacy policies that are consistent with vendor contracts and applicable laws.
- Addressing potential legal issues like subpoenas, warrants, spam complaints, and contract termination for abuse. It is important to prepare policies and counsel relationships.
This document discusses key considerations for software licensing agreements. It covers topics like copyright protections for software, types of license agreements, license grants, delivery and acceptance terms, representations and warranties, maintenance and support, infringement indemnification, proprietary rights, and source code escrow. The document emphasizes that software licensing raises complex legal issues and it is important for agreements to address topics like license scope, warranties, support obligations, rights to modifications, and protections in the event of vendor bankruptcy.
The brief asks the media company to create a set of vegetarian recipe cards. It provides some key details such as the deadline of 10 weeks and ingredients to include, making it similar to a formal or informal brief. Thoroughly reading the brief is important to understand what is expected of the project and ensure all important details are included to meet the client's needs. The nature of the vegetarian recipe card brief is to design creative and interesting front and back templates for the cards within the 10 week deadline.
The document discusses different types of briefs that can be used for media projects, including contractual, formal, informal, co-operative, negotiated, commission, tender, competition, and my brief. Contractual briefs involve a signed agreement and payment, while formal briefs only provide necessary details. Informal briefs have no documentation and details are discussed verbally. The student's brief for a vegetable recipe card project has aspects of both a formal and informal brief, with a deadline but limited initial details provided. Thoroughly reading the brief is important to understand expectations and avoid missing key details.
The document discusses different types of briefs that a media company may receive for a project, including contractual, formal, informal, co-operative, negotiated, commission, tender, competition, and my brief. It provides definitions and discusses advantages and disadvantages of each type. Key details about the vegetarian recipe cards brief are that it has similarities to both a formal and informal brief, as it provides some details but leaves creative aspects open and there is no legal contract. It is important to thoroughly read the brief to understand project expectations and avoid missing important details.
Planning, Directing, and Editing Successful Video Projects (part 2)Richard Harrington
(This is part two)
Are you looking to add, or have already added video to your
client offerings? Video is a team sport and getting it wrong
can be really expensive. This course tackles everything you
need to create better-looking videos that please your clients
and are enjoyable to watch. Join Director Rich Harrington,
as he shares practical experiences.
Get part one here – https://www.slideshare.net/rhedpixel/planning-directing-and-editing-successful-video-projects-part-1
Working to a brief workbook powerpointbekkiasquith
The document discusses different types of media project briefs, including contractual, formal, informal, co-operative, negotiated, commission, tender, competition, and my brief. It emphasizes the importance of thoroughly reading and discussing the brief with the client prior to production to understand expectations and address any legal/ethical issues. The Vegetarian Recipe Cards brief could be considered both a tender and competition brief. The opportunities this brief allows for include skills development, learning new skills, multi-tasking, and contributing creative ideas within the project scope.
Serious games create many opportunities for innovative and creative functionality, content and business models. It is important to insure that you understand how to maximize IP protection for the fruits of your creativity and ensure that it does not run afoul of legal or regulatory issues. This presentation will map the legal landscape for serious games and provide practical advice for how to protect your IP and avoid legal problems.
This is a guide for game funding presented during ]the MICA conference in Buenos Aires on October 6, 2017. It includes info on the different types of funding, funding sources for games and game studios, as well as presentations that will help present game studios and their games for studio funding and project funding opportunities.
Licensing and Merchandising Advice for Game Developers | Clark StaceyJessica Tams
Delivered at Casual Connect Europe 2017.
Can a game company become a toy company without losing its soul? Licensing your game for toys, apparel, and other consumer products can be daunting. WildWorks CEO Clark Stacey will discuss the crash course in licensing and merchandising his company received over the past year, and how to best position your games and your development teams for licensing success.
F2P Contracts and Deals 101 | MJ FahmiJessica Tams
Delivered at Casual Connect Europe 2016
The session will be about the f2p contracts and deals, different scenarios and different regions, what developers will expect from publishers, and what publishers expect from developers.
How To Find The Best Publishing Deal For Your Video Game | Louis Rene AuclairJessica Tams
The document provides advice on evaluating a game project and finding the best publishing deal. It examines the mobile games market and challenges for independent developers. Different publishing models like traditional, break-even, burn rate and financing are outlined with their advantages and disadvantages. The key is to understand one's strengths and leverage in negotiations while keeping focus on the game.
This document provides definitions and discusses the advantages and disadvantages of various types of briefs that can structure a media project, including contractual, formal, informal, co-operative, negotiated, commission, tender, competition, and my brief structures. Key types discussed are contractual briefs, which involve a signed agreement and legal obligations; informal briefs, which involve only a verbal agreement; and co-operative briefs, where multiple companies work together on a project. The document also covers the importance of thoroughly reading and discussing a brief with the client prior to production to ensure proper understanding and avoid issues.
1. The document outlines 4 laws of tech product economics: the development team will never be big enough so prioritization is crucial; all profits come from additional users/copies so focus on segmentation; technology alone is not the product and whole solutions must be offered; and strategy and discovery cannot be outsourced and require judgment.
2. The first law emphasizes ruthless prioritization and managing "magical thinking" to focus on finishing critical tasks.
3. The second law notes profits come from additional users/copies, so the focus should be on segments rather than individual deals.
Estas fueron las principales acciones desarrolladas por el Ministerio de Tecnologías de la Información y las Comunicaciones durante el mes de septiembre.
En el ComparTIC del mes de agosto se dio a conocer los avances en el proceso de subasta del #EspectroRadioeléctrico en las bandas de 700, 1.900 y 2.500 MHz.
Four Weddings and a Funeral: Five Real(ish) Video Game Deal War StoriesJas Purewal
Video game lawyer and business advisor Jas Purewal takes you through five real(ish) war stories of video game deals, what did/didn't work, what we can learn from them and how to do better deals in the video games industry.
LAFS Marketing and Monetization Lecture 2: Game PublishingDavid Mullich
The document discusses various paths for monetizing an inheritance, including saving it, investing it, or starting a business. It then focuses on starting a game business, covering topics like traditional vs. self-publishing, working with publishers, contract negotiations, and self-publishing considerations. The overall document provides guidance on strategically planning and executing different approaches to bringing a video game to market.
The document provides guidance on how to purchase HR software. It recommends evaluating features, alignment with business objectives, price and ROI, and fit for the organization. Additionally, it advises asking about the user adoption plan, technology roadmap, audited financials, user bill of rights, and usage-based purchasing. Negotiating contracts is also discussed, emphasizing ownership of data, automatic renewals, penalties for missed goals, and user adoption incentives.
This presentation covers tips and tricks for game developers and covers a little bit of everything for both work for hire developers, as well as those creating their own IP.
When shit hits the fan you need a planRalf C. Adam
This document provides guidance on dealing with conflicts that may arise with publishers during game development. It outlines the most common causes of conflict, such as changes to the publisher's strategy or requests for additional features without budget or timeline adjustments. It recommends implementing active fire protection through having a clear studio strategy, pitching additional projects, ensuring protective contract terms, transparent planning, and maintaining open communication. When conflicts do occur, it advises addressing issues constructively and documenting all discussions in writing.
Protecting Your Business Globally - David Snead, i2CoalitionResellerClub
The document discusses key considerations for protecting an international internet business, including:
- Creating global user agreements, negotiating with international vendors, optimizing corporate structure, and handling abuse issues.
- Carefully reviewing vendor contracts to understand obligations, assistance, long-term commitments, pricing, and intellectual property protection.
- Developing terms of service, service level agreements, acceptable use policies, and privacy policies that are consistent with vendor contracts and applicable laws.
- Addressing potential legal issues like subpoenas, warrants, spam complaints, and contract termination for abuse. It is important to prepare policies and counsel relationships.
This document discusses key considerations for software licensing agreements. It covers topics like copyright protections for software, types of license agreements, license grants, delivery and acceptance terms, representations and warranties, maintenance and support, infringement indemnification, proprietary rights, and source code escrow. The document emphasizes that software licensing raises complex legal issues and it is important for agreements to address topics like license scope, warranties, support obligations, rights to modifications, and protections in the event of vendor bankruptcy.
The brief asks the media company to create a set of vegetarian recipe cards. It provides some key details such as the deadline of 10 weeks and ingredients to include, making it similar to a formal or informal brief. Thoroughly reading the brief is important to understand what is expected of the project and ensure all important details are included to meet the client's needs. The nature of the vegetarian recipe card brief is to design creative and interesting front and back templates for the cards within the 10 week deadline.
The document discusses different types of briefs that can be used for media projects, including contractual, formal, informal, co-operative, negotiated, commission, tender, competition, and my brief. Contractual briefs involve a signed agreement and payment, while formal briefs only provide necessary details. Informal briefs have no documentation and details are discussed verbally. The student's brief for a vegetable recipe card project has aspects of both a formal and informal brief, with a deadline but limited initial details provided. Thoroughly reading the brief is important to understand expectations and avoid missing key details.
The document discusses different types of briefs that a media company may receive for a project, including contractual, formal, informal, co-operative, negotiated, commission, tender, competition, and my brief. It provides definitions and discusses advantages and disadvantages of each type. Key details about the vegetarian recipe cards brief are that it has similarities to both a formal and informal brief, as it provides some details but leaves creative aspects open and there is no legal contract. It is important to thoroughly read the brief to understand project expectations and avoid missing important details.
Planning, Directing, and Editing Successful Video Projects (part 2)Richard Harrington
(This is part two)
Are you looking to add, or have already added video to your
client offerings? Video is a team sport and getting it wrong
can be really expensive. This course tackles everything you
need to create better-looking videos that please your clients
and are enjoyable to watch. Join Director Rich Harrington,
as he shares practical experiences.
Get part one here – https://www.slideshare.net/rhedpixel/planning-directing-and-editing-successful-video-projects-part-1
Working to a brief workbook powerpointbekkiasquith
The document discusses different types of media project briefs, including contractual, formal, informal, co-operative, negotiated, commission, tender, competition, and my brief. It emphasizes the importance of thoroughly reading and discussing the brief with the client prior to production to understand expectations and address any legal/ethical issues. The Vegetarian Recipe Cards brief could be considered both a tender and competition brief. The opportunities this brief allows for include skills development, learning new skills, multi-tasking, and contributing creative ideas within the project scope.
Serious games create many opportunities for innovative and creative functionality, content and business models. It is important to insure that you understand how to maximize IP protection for the fruits of your creativity and ensure that it does not run afoul of legal or regulatory issues. This presentation will map the legal landscape for serious games and provide practical advice for how to protect your IP and avoid legal problems.
This is a guide for game funding presented during ]the MICA conference in Buenos Aires on October 6, 2017. It includes info on the different types of funding, funding sources for games and game studios, as well as presentations that will help present game studios and their games for studio funding and project funding opportunities.
Licensing and Merchandising Advice for Game Developers | Clark StaceyJessica Tams
Delivered at Casual Connect Europe 2017.
Can a game company become a toy company without losing its soul? Licensing your game for toys, apparel, and other consumer products can be daunting. WildWorks CEO Clark Stacey will discuss the crash course in licensing and merchandising his company received over the past year, and how to best position your games and your development teams for licensing success.
F2P Contracts and Deals 101 | MJ FahmiJessica Tams
Delivered at Casual Connect Europe 2016
The session will be about the f2p contracts and deals, different scenarios and different regions, what developers will expect from publishers, and what publishers expect from developers.
How To Find The Best Publishing Deal For Your Video Game | Louis Rene AuclairJessica Tams
The document provides advice on evaluating a game project and finding the best publishing deal. It examines the mobile games market and challenges for independent developers. Different publishing models like traditional, break-even, burn rate and financing are outlined with their advantages and disadvantages. The key is to understand one's strengths and leverage in negotiations while keeping focus on the game.
This document provides definitions and discusses the advantages and disadvantages of various types of briefs that can structure a media project, including contractual, formal, informal, co-operative, negotiated, commission, tender, competition, and my brief structures. Key types discussed are contractual briefs, which involve a signed agreement and legal obligations; informal briefs, which involve only a verbal agreement; and co-operative briefs, where multiple companies work together on a project. The document also covers the importance of thoroughly reading and discussing a brief with the client prior to production to ensure proper understanding and avoid issues.
1. The document outlines 4 laws of tech product economics: the development team will never be big enough so prioritization is crucial; all profits come from additional users/copies so focus on segmentation; technology alone is not the product and whole solutions must be offered; and strategy and discovery cannot be outsourced and require judgment.
2. The first law emphasizes ruthless prioritization and managing "magical thinking" to focus on finishing critical tasks.
3. The second law notes profits come from additional users/copies, so the focus should be on segments rather than individual deals.
Estas fueron las principales acciones desarrolladas por el Ministerio de Tecnologías de la Información y las Comunicaciones durante el mes de septiembre.
En el ComparTIC del mes de agosto se dio a conocer los avances en el proceso de subasta del #EspectroRadioeléctrico en las bandas de 700, 1.900 y 2.500 MHz.
Audiencia Pública de la subasta del espectro de las bandas 700, 1900 y 2500 MhzMinisterio TIC Colombia
Este documento resume los principales puntos de la audiencia pública sobre la subasta de espectro radioeléctrico en las bandas de 700 MHz, 1900 MHz y 2500 MHz. Se explica que se tuvieron en cuenta comentarios e insumos de diversas entidades, y que el proceso contará con varias secuencias y rondas de subasta para asignar los bloques de espectro. También se definen incentivos para operadores nuevos y sin bandas bajas, así como consideraciones sobre precios y cobertura.
En el cierre del congreso TIC Andicom 2019, la ministra Sylvia Constaín presentó las herramientas con las que se busca llegar a la meta del 70 % de hogares conectados a Internet. Anunció que se inició oficialmente el proceso de asignación de emisoras comunitarias y que este mes se abrirá para comentarios el proyecto de decreto de asociaciones público-privadas (APP) para el desarrollo de proyectos TIC
El documento resume los logros del Plan 'El Futuro Digital es de Todos' en 2018-2019, incluyendo la migración a nuevas tecnologías, asignación de espectro, publicación de cronogramas para emisoras, y proyectos para conectividad, emprendimiento digital, y servicios ciudadanos. También describe iniciativas para capacitación digital, centros de transformación, canales regionales de TV pública, y conmemoraciones del Bicentenario.
El documento presenta la agenda de reglamentación de la Ley 1978 de 2019, identificando las necesidades de reglamentación técnica, los temas a regular, el tipo de norma requerida y la entidad responsable de cada reglamentación con sus respectivos plazos. Además, incluye aspectos operativos adicionales para la puesta en marcha de lo descrito y otras líneas de acción normativa que adelanta el Ministerio de Tecnologías de la Información y las Comunicaciones.
Este documento presenta el plan estratégico del Ministerio TIC de Colombia para el periodo 2019-2022, con el objetivo de convertir al país en una sociedad digital líder en Latinoamérica. El plan describe sus fases, visión, misión y objetivos, así como las metas cuantitativas clave en áreas como gobierno digital, inclusión digital, emprendimiento, conectividad y medios públicos.
Te invitamos a que consultes cada uno de los logros que desde las diferentes direcciones del Ministerio TIC, obtuvimos durante el transcurso del año 2018. También queremos preguntarte si ¿ya conoces el Proyecto de Ley que Moderniza el Sector TIC?, ¡haz clic acá y entérate de todo! #MinTICRindeCuentas #ElFuturoDigitalEsDeTodos #ComparTIC
Todos los colombianos pueden consultar los logros que obtuvimos como entidad pública durante el mes de octubre de 2018. Solo aquí conocerás cuántos municipios están conectados con cobertura 4G, cómo cerró el encuentro digital de Economía Naranja, Colombia 4.0 y mucho más. ¡Haz clic, acá! #MinTICRindeCuentas #ElFuturoDigitalEsDeTodos
Para consultar los logros que obtuvimos durante el mes de septiembre de 2018, puedes hacer clic acá y enterarte, de temas como: cuáles son los 4 pilares de la política del sector TIC o en qué consiste nuestro nuevo proyecto de ley para modernizar el sector TIC. ¡Conoce todos los logros alcanzados, haciendo clic aquí! #MinTICRindeCuentas #ElFuturoDigitalEsDeTodos
En el marco del Congreso Internacional de TIC, #Andicom2018, desarrollado en la ciudad de Cartagena - Colombia, la Ministra TIC, Sylvia Constaín, presentó la política sectorial para los próximos cuatro años: ‘El futuro digital es de todos’, con la cual se busca lograr un cierre acelerado de la brecha digital, que se traduzca en desarrollo social y económico para toda la población a través de las TIC. ¡Entérate aquí, de todos los detalles!
#TICDay En el Ministerio TIC, durante este Gobierno, tuvimos tres grandes retos con el Plan #ViveDigital: Conectar al país, apropiar a los colombianos de la tecnología y dar el paso hacia la Economía Digital. Hoy, podemos decir: ¡Lo logramos!
Mira aquí, cómo pusimos las TIC al alcance de los colombianos y fortalecimos la infraestructura tecnológica para su beneficio.
#MinTICRindeCuentas
El Summit de Transformación Digital presenta los principales avances que se han generado en la cuarta revolución industrial alrededor del mundo. El Ministro (e) TIC, Juan Sebastián Rozo, hizo presencia en este evento con su exposición titulada "Reinvención Digital" centrando su ponencia en el interrogante ¿Cuál es el rol del Estado en la realidad de la transformación digital? Consulta aquí y entérate de todos los detalles.
Plataforma AVETM - Autorización de Venta de Equipos Terminales Móviles: Módulo en línea que permitirá a los comercializadores de equipos celulares acceder de manera fácil y rápida a los trámites relacionados con solicitudes, modificaciones, renovaciones o cancelaciones para la Autorización de Venta de Equipos Terminales Móviles AVETM. ¡Conozca todos los detalles, aquí!
VI Conferencia Ministerial sobre la Sociedad de la Información de América Lat...Ministerio TIC Colombia
El Ministro TIC, David Luna, hizo la apertura de la VI Conferencia Ministerial sobre la Sociedad de la Información de América Latina y el Caribe, donde habló de los avances de Colombia y la región en materia TIC, y de los desafíos que se deben abordar durante este encuentro.
Colombia asumió el 18 de abril de 2018, la presidencia de la Agenda Digital para América Latina y el Caribe #eLAC2020 y el Ministro de Tecnologías de la Información y las Comunicaciones (TIC), David Luna, hizo un llamado a los países participantes a abordar durante esta cumbre los grandes desafíos que tiene la región, especialmente en materia de cierre de brechas digitales, uso de la tecnología para procesos productivos y protección de los datos personales.
Señaló que América Latina ha tenido importantes avances en materia de conectividad, por ejemplo, el porcentaje de usuarios de Internet ha crecido a una tasa anual promedio de 9,68% y la banda ancha móvil ha aumentado 154% desde 2009, sin embargo, aún queda camino por recorrer para llegar al nivel promedio de los países de la OCDE.
Para conocer más resultados referente a los avances del país en materia TIC, consulta esta presentación.
Temas de interés como el Derecho de Autor, que te llevan a estar enterado de todo sobre Propiedad Intelectual podrás encontrar explicado en detalle aquí. ¡Haz clic y conócelo!
La Comisión de Regulación de Comunicaciones (CRC), presentó en Santa Marta, el 21 de marzo de 2018, su plan de regulación y las obligaciones de sus regulados. ¡Haz clic acá, para conocer todo, te interesa!
Presentation by Herman Kienhuis (Curiosity VC) on Investing in AI for ABS Alu...Herman Kienhuis
Presentation by Herman Kienhuis (Curiosity VC) on developments in AI, the venture capital investment landscape and Curiosity VC's approach to investing, at the alumni event of Amsterdam Business School (University of Amsterdam) on June 13, 2024 in Amsterdam.
Unlocking WhatsApp Marketing with HubSpot: Integrating Messaging into Your Ma...Niswey
50 million companies worldwide leverage WhatsApp as a key marketing channel. You may have considered adding it to your marketing mix, or probably already driving impressive conversions with WhatsApp.
But wait. What happens when you fully integrate your WhatsApp campaigns with HubSpot?
That's exactly what we explored in this session.
We take a look at everything that you need to know in order to deploy effective WhatsApp marketing strategies, and integrate it with your buyer journey in HubSpot. From technical requirements to innovative campaign strategies, to advanced campaign reporting - we discuss all that and more, to leverage WhatsApp for maximum impact. Check out more details about the event here https://events.hubspot.com/events/details/hubspot-new-delhi-presents-unlocking-whatsapp-marketing-with-hubspot-integrating-messaging-into-your-marketing-strategy/
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L'indice de performance des ports à conteneurs de l'année 2023SPATPortToamasina
Une évaluation comparable de la performance basée sur le temps d'escale des navires
L'objectif de l'ICPP est d'identifier les domaines d'amélioration qui peuvent en fin de compte bénéficier à toutes les parties concernées, des compagnies maritimes aux gouvernements nationaux en passant par les consommateurs. Il est conçu pour servir de point de référence aux principaux acteurs de l'économie mondiale, notamment les autorités et les opérateurs portuaires, les gouvernements nationaux, les organisations supranationales, les agences de développement, les divers intérêts maritimes et d'autres acteurs publics et privés du commerce, de la logistique et des services de la chaîne d'approvisionnement.
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2. Why Do We
Make Mistakes?
The top three reasons a dev studio may be doing it wrong
3. Desperation
• They need the publisher’s money
• Studio is passionate about the project
and will do it at any cost
• Studio is only as good as its options
4. Optimism/Relative Inexperience
• Publisher gives a false sense of security (“This
is the first of many projects we hope to do
together”)
• “Of course nothing bad will happen!”
• This may be the studio’s first deal. Unsure of
what is “market value” or “normal.”
• Over-promising to impress the publisher
• Not continuing to “shop”
5. Games as Art vs Business Opportunity
• More interest in “winning” the project
• Not looking at the business realities
6. Other Reasons
• Miscommunication/Differing expectations
• Agreeing to terms without fully understanding
the meaning or the impact
• Failing to consult the right people (e.g., agent
or attorney)
• Assuming the publisher is looking out for the
studio’s best interest (Hint: they are not)
8. Why Being Organized is Important
Publisher needs to be able to trust the studio
with the resources they are investing
9. Organizing your Business
• Choosing a business entity type (LLC, S-Corp, C-
Corp)
• Getting organizational documents in order
(operating agreement/bylaws, ownership and
equity, assignments)
• Detailed budgets, outsourcing and staffing
plans, etc.
10. Organizing your Business Team
Your team should include:
• Agent/Business Development person
• Lawyer
You may also want to include:
• Accountant
• Staffing/Recruiting solution
11. How This Affects Your Deal
• May help you actually GET a deal (in the case
of the agent)
• Bolsters credibility with publishers and
investors
• Puts you in a better position to negotiate a
more favorable deal (clear “base-line” of your
capabilities + visibility into market landscape
& competitive deals)
13. Create your Development Roadmap
• Lay specs out ahead of time (as much as
possible)
• This should include a plan for live ops, ongoing
content, DLC, etc.
• Identify any licenses required for development
(tech, music, etc.)
14. Feature Creep and Approvals
• Assume some delays in milestone delivery,
acceptance and payments (budget cash flow
accordingly)
• Have “change order” language in your
agreements for flexibility
• Aim for objective milestone approval
guidelines
15. Other Benefits to “Speccing” Early
• Puts you and the publisher on the same page
as far as the game’s scope
• Which hopefully=less review time and quicker
approvals
16. Solutions
• Where possible, avoid language where approvals are
subjective or totally at publisher’s discretion.
• “Each Milestone delivered to Publisher by Developer will
be subject to Publisher’s approval, in its sole discretion”
• Instead, strive for something more objective:
• “Publisher’s review of the applicable Milestone
Deliverables shall be based on technical compliance with
the Specifications set forth herein and shall not be
unreasonably withheld or delayed.”
17. Combine with “Change Order” language
“Any change to the Specifications or any Milestone Deliverable requested by
Publisher must be submitted in writing to Developer by Publisher (“Change
Order”). Developer shall evaluate such Change Order as soon as reasonably
possible, but no later than ten (10) days following receipt thereof. Developer
shall make a good faith reasonable attempt to accommodate the Change
Order at no cost to the Publisher. However, if such modifications (in
Developer’s reasonable judgment) materially increases the amount of
Services necessary to develop the Game or materially accelerate or delay the
timing for completion of the Game, and provided further, that Developer has
the uncommitted resources available to accommodate increased
development time or staffing requirements, Developer and Publisher shall
negotiate in good faith with respect to a revised Milestone schedule and
additional monies which may be required in order to accommodate such
Change Order.”
19. What do you Own?
• Games are Intellectual Property. Value comes from the
rights embodied in the game.
• What you own and what you’ll continue to own depends
on each situation
• What you own and what you’ll continue to own also
depends on the level of funding
• Take a step back and look at the big picture of
roles/responsibilities
• Not just the overall game, but each building block may
be separate IP that has unique value
20. Underlying Tech
• Underlying tech includes engines and
development tools you create or license
• It is common for developers to own their
UNDERLYING tools/tech even if they don’t own the
final game product.
• BUT…the contract needs to “carve that out” so it’s
not caught up in the WFH language
• ANY IP is a company asset. Important for taxes,
valuation and reputation.
21. How this Affects the Agreement
• Holding onto underlying tech rights could be
important! A studio may discover during
development that they have built a better
mouse trap
• Also ties into non-compete obligations.
• Never assume this deal will end well. Always
plan for the worst and make sure you
have/own what you need to continue on.
22. Solutions/Sample Language
“Developer retains and reserves all rights, title, and interest in
and too Developer’s Tools. For purposes of this Agreement,
“Developer’s Tools” shall mean all of the tools that the Developer
owns or controls during the development of the MVP (including,
but not limited to, Developer’s proprietary tools and licensed
tools used for the development of the Product and their related
source and object code) and any improvements thereto.”
23. Non-compete Sample Language
“Unless approved by Publisher in writing, and for a period of five (5) years as
from the expiration of the present Agreement, Developer agrees not to
directly or indirectly engage or assist in the development of any product of a
that Publisher deems to be similar genre to the Game.”
• This deal didn’t have an expiration…5 years from forever!
• Publisher’s discretion
• It was a port of an existing game over to WiiU! Far too much to ask for a
limited porting project.
(Keeping the tools/tech could be undermined by an aggressive non-compete)
25. Planning for the Worst
• Bad things happen even in the best deals. Be
prepared for all scenarios
• Studios should never assume they will always
be on time, or that the publisher will always be
willing to pay you
• Don’t assume than negotiating termination
provisions will “curse” your relationship or turn
the publisher against you. They are expecting
this, too!
26. Termination For Convenience and Kill
Fees
• This happens more than you think
• Publisher will almost always include a termination
for convenience clause so they can back out
whenever it suits them
• If there is a termination for convenience you need
to fight for a kill fee to keep your lights on!
• Have a real internal conversation about how long
it will take to get a new project for your team.
27. Other considerations: Right of reversion,
option to shop, passive royalty
• What happens to the IP if the deal is cut short
before development is completed? What
happens if it’s terminated after launch?
• What happens to future options (e.g., right to
make sequels, prequels and spin-offs, or the
next project)?
• What happens if someone else develops the
rest of the game? What royalty are you
entitled to after termination? What if
someone else publishes?
28. Termination post-launch: Transition
• Who is responsible for live ops post
termination?
• What are each party’s rights to keep the game
“live” after termination? Differs depending on
the termination scenario
29. How it Affects your Deal
• Plan for every scenario for termination at every
stage of development
• Have a “game over” plan– what will you do
AFTER the deal terminates?
• Planning for the worst doesn’t mean the worst
will happen. Not planning for it will make the
result much harder to deal with.
30. Benefits of Planning Ahead
• You won’t be caught off guard if the publisher
pulls the plug
• You will have a way to keep yourself going until
the next project comes along
• Depending on where you are in development,
you may be able to hold onto passive income
even if you’re no longer involved in the project
31. Sample Language
“Publisher may, in its sole discretion, terminate the
development of the Title without cause or reason
immediately upon written notice, provided that in
such event Publisher shall pay Developer a fee
equal to the then-current milestone.”
Should be:
• Previously unpaid milestones
• Milestone in process at the end of the notice
• PLUS “X” as a kill fee.
32. Sample Transition Language
“ Transition Assistance. Immediately upon the expiration or termination of this
Agreement for any reason:
(i) The Parties shall cooperate in good faith to wind down operation of the
Game(s) by Publisher, and shall provide commercially reasonable assistance to
one another to pursue the wind down in a manner that does not disrupt the
ongoing operation of the Game(s). The winding down shall last for no more than
sixty (60) calendar days from the date of termination or expiration (the “Wind
Down Period”). During the Wind Down Period, all of the rights and obligations of
the Parties under this Agreement shall continue in full force and effect, unless
specifically stated otherwise.
(ii) At the end of the Wind Down Period, all of Publisher’s rights under this
Agreement with respect to the commercial exploitation of the Game(s) shall
automatically and immediately terminate, and Publisher shall cease to sell,
distribute, or use the Game(s) and return or destroy (at Developer's direction) all
Developer’s materials in Publisher’s possession and shall immediately cease all
marketing and promotion of the Game(s).”
33. Sample “Buy-back” Language
“Developer shall have the right (the “Buy Back Option”) within
one hundred and eighty (180) days from the date of termination,
to buy back the development and publishing rights for the
applicable Product, as well as the source code for the applicable
Product, for an amount equal to the aggregate Development
Costs for the applicable Product (“Buy Back Payment”).”
35. Everything is negotiable…to a point
• “This is our standard language” is never an
acceptable answer
• Neither is “we won’t do that.”
• Marketing milestones and commitments–
these MAY be core publisher responsibilities.
Hold them accountable in the deal.
36. Pay Attention to the “Boilerplate”
• Auditing– tell the publisher you will audit. Don’t trust someone else’s
bookkeeper.
• Credit– not just in the game, but for portfolio purposes. Easy to negotiate
• Model out the deal-- Most of the time, the contract does not match the
agreed on business model, Net deductions, recoup, etc. The publisher is
doing this! You need to, too
• Mutuality– make the deal mutual wherever you can– confidentiality,
indemnity and warranties, limitations on liability are key points that should
be mutual
• Boilerplate– Not throw-away! Negotiate attorney’s fees, governing law and
jurisdiction, arbitration
37. Sample Audit Language
Publisher agrees that Developer may, not more than once during any
calendar year, audit its books and records for the purpose of determining the
accuracy of Publisher's statements. Such audit rights may be exercised
throughout the Term and for six (6) months thereafter. If Developer wishes to
perform any such audit, it will be required to notify Publisher in writing at
least thirty (30) days before the date it plans to begin it. All audits shall be
made during regular business hours, and shall be conducted on Developer’s
behalf by a certified independent public accountant. Each examination shall
be made at Developer’s sole cost and expense at Publisher's regular place of
business. If Developer establishes as a result of an audit conducted by
Developer that there is an underpayment in the royalty payments due to
Developer, then Publisher shall pay to Developer, upon settlement of the
audit, Developer’s accountable auditor’s fees together with the underpayment
38. Sample Credit Language
“Publisher will provide proper attribution and credit to Developer
on all promotional materials, marketing materials and press
releases. Subject to Publisher’s prior, written approval in each
instance, not to be unreasonably withheld, Publisher grants to
the Developer the right and license to display Publisher’s name
and logo on the Developer’s website in connection with the
Developer’s promotion of the Product. In addition, the Developer
will have the right to display on its website screen shots from the
Product with Publisher’s prior written approval in each instance.”
Once you underestimate your game’s value you’re already operating at a loss psychologically. If you don’t believe in your game, no one else will either. Have confidence. They need and want you as much as you need them, if not more. With the myriad of options available for funding and distribution, a lot of the pressure of NEEDING a publisher is off– take advantage of those and focus on making a great game. Don’t blindly accept a deal that isn’t in your best interest.
Just as dangerous as underestimating your game is overestimating your ability or making promises you can’t keep. Don’t expect everything to work perfectly over the course of the next 2-3 years. Expect problems, delays, rejected milestones, and the possibility of the deal going sour down the road. It doesn’t hurt to plan you’re ahead for these possibilities even if they seem unlikely at the time, but it WILL hurt if confronted with these issues and you haven’t planned accordingly.
Publishers don’t care if your game is the most avant garde work since Braid. They want to make money. So should you.
Even the most savvy wheelers and dealers can run into snags in the negotiation process. Things happen. Knowing how to deal with them BEFORE they happen will make your lives and development process much easier.
Example: Dev 1 has a great concept and some good talent, but is only 3 guys with an idea. Dev 2 has a GOOD concept, but a clear roadmap to get there, good internal and external business team. Who gets a deal sooner?
Not organizing your business early will definitely lead to problems if a deal comes your way. The more prepared you are, the more attractive you’ll look to a publisher or investor. They will be less inclined to push provisions meant to protect themselves if they know you present fewer risks.
You need to pay your taxes, and you need to keep meticulous accounting records both during and post development. You will also need an attorney, because publishing deals and investor deals in general are typically dense documents that include a lot of special handling. A good industry accountant will know how save you the most money going forward, and a good industry attorney will save you a lot of time and headache when the deal comes in the door. They can also give you advice early on concerning the best way to organize your business. The earlier you acquire these teammates, the better prepared you will be.
Showing that you have the ability to manage your own business means the publisher doesn’t have to do it for you. These deals are pretty onerous at the best of times– don’t give them an excuse to make it even more one-sided.
A lot of developers rush into deals because they need the money for development. Problem is, they leave schedules for specs and milestones empty or TBD as a result. This doesn’t benefit you in the long run. This is the meat of your agreement. Plan ahead!
Publishers will reject milestones for one of two reasons: (a) they don’t want to pay you for what you’ve delivered; or (b) they CAN’T pay you. B is a bigger problem than A. You plan for B by making sure the publisher isn’t over-extending themselves in other deals and has a sustainable stream of income. Planning for A is much harder, and why hammering out definitive specs early on is very important. How you see your game and how the publisher sees your game may be very different. You need to resolve these differences before they become a problem. If they DO want to take your game in a different direction, you shouldn’t have to foot the bill.
You need money to make your game. But just as important is making sure you have ENOUGH money to make your game. This means planning ahead for as many eventualities as you can imagine. The publisher wants you to make this game too– if you’re realistic about costs and set out financial responsibilities ahead of time, you are less likely to find yourself in financial straits mid-development.
Copyrights, trademarks, and patents are your company’s primary assets. You are leveraging these assets when you get a publishing deal. If the game is already in alpha when the deal rolls in, most of the development is already done– unless publisher is recouping development costs you’ve invested, you shouldn’t give away your IP. Alternatively, if the game’s still in early concept and the publisher is funding development, they’ll expect to own rights in the game.
No matter what state of ownership the final games ends up in, you need to hold onto your underlying tech rights.
You want to hold onto your assets wherever you can, and you don’t want them to hamstring your ability to use those assets in future works through an unreasonable non-compete.
No one wants to think that things will go wrong. There’s a general assumption that if you go in with a negative outlook, the deal is doomed. This isn’t really true. Hope for the best, expect a compromise, and plan for the worst. Knowing that you have a solid game plan if things go sour will make you and the publisher more comfortable during development.
Termination for convenience is an annoying but sometimes necessary evil. The idea that they can cut you off at any time is scary. Make sure that if it does happen you also have a backup plan and the funding to keep you afloat for however long it takes to move on to the next project.
Disposition of IP is just as important if the deal goes south as it is if it goes well. Disposition of IP post termination may determine the outcome of whether the game ever gets made. “If I can’t have it no one can” isn’t really a viable solution to termination.
Even if a deal ends, it may not mean the end for the game itself. If you own the IP and can take the game to another publisher, you want to negotiate a transition that will make that possible. This includes looking at your non-compete. If they own the IP, you may still be entitled to a certain amount of income for ongoing support, even if it’s for a limited time.
The publishers aren’t going into this with rose-tinted glasses, and neither should you. You need to be able to keep your company going even if the deal falls apart. A termination will be far more amicable if each party is prepared for it and knows what to expect.
Always look forward, even if it means looking at the possibility of things not working out. The end of a deal doesn’t necessarily mean the end of your relationship with the publisher, and having a solid plan of action should the current agreement terminate will help both parties move forward with fewer risks or complications.