QuoteIf your game makes $1,000,000, then we make $50,000. We realize that's a lot to ask, and that it would be a crazy proposition unless UE4 enables you to build way better games way more productively than otherwise!
So, will this effort succeed? That's up to you and your judgment of the engine's value. Unreal Engine 4 has been built by a team of over 100 engineers, artists and designers around the world, and this launch represents all of our hopes and dreams of how major software can be developed and distributed in the future.
Very, very interesting. Dont have a positive or negative thing to say. I just find this an interesting way to go. 5% sounds like less than I pay for a lot of things. And I have at least read it is a lot less than what you loose taking an independent film to a distributor.
Really, 5% (if that is your total out of pocket for an entire project after creation costs) is not that much. Then again if your making a game for IOS, then Apple will get a cut on the distribution too, and that is the cheapest sales pipeline I can think of.
Feels like it should be lower percent on the low end and the high end though. So if you only make a sales total of $30,000 than maybe they should only take 2%. And if your total sales are $14million (after a 3million + risk, or more investment), than they get like 1-2%. Because at a certain point a flat 5% could destroy a venture.
I suspect suport would be better for the guys making 13 million and paying 5 %.