Make Money By Creating Video Games

Earning money by creating your video games is possible. You can use several sources of income. Precisely, I have already tested different methods, and it turns out that some are little known to developers.

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Living from your passion is a dream that many people covet. This is an entirely achievable wish. I am proof of this since it has already been more than 12 years that this is the case for me. I have created several independent video games that have allowed me to make the most of the months of development spent on each project.

There are different ways to monetize your creations and different approaches such as rights transfers or different business models.  But it will all depend on the business objectives and the type of game you are developing.

 

Here are 10 ways to make money from your indie video games:

1. The premium model

To summarize simply, the Premium model is a marketing term that means that the purchased service is then acquired “for life”. The player pays the displayed price only once to obtain a game.

I invite you to read the article: How to define the price of your independent video game?

Examples: The Witness, Super Meat Boy, Reigns, etc.

2. In-App Purchases

Additional content is purchasable within a game. This can be gameplay elements, cosmetics, a subscription, "consumables" such as boosters, or "non-consumables" type purchases such as level unlocks. A standard generally utilized in Free to play.

Examples: Candy Crush Saga boosters, Fortnite skins, or all loot boxes.

3. Additional content (DLC)

Additional downloadable content is also called DLC or Download Content. The principle is to sell additional content to the basic game sold in Premium to improve the duration of the gaming experience. Examples: characters, weapons, additional stories, etc. When additional content is sold in a boxed version, it is called a.

Examples: Liberty City Stories from GTA IV, Left Behind from The Last of Us.

4. Subscription (Subscription model)

The player accesses an open temporary service as long as he pays regularly (every month or every year). For example, users pay for access to the game or exclusive items.

Examples: the World Of Warcraft subscription or a premium subscription allows you to gain experience points more quickly in a Free play game.

5. Early Access

If the game is not yet finished but playable, it is possible to sell an alpha or beta version before its official release.

Example: PLAYERUNKNOWN'S BATTLEGROUNDS, Gladiabots.

6. Advertisements (Ads)

The principle is to display advertisements inside the game to encourage the player to download another game other than yours.

There are different types: fixed screens, videos, playable advertisements, banners, etc.

Examples: Snake VS Block, Fire Rides.

7. Sell white-label licenses (sponsorship)

In the same way as sponsored content on YouTube, a brand, website or company buys visibility in a video game by displaying its logo and a link to its site in the game. a game, one sells a specific version of the game for a customer by modifying or adding content. This framework is broadly utilized for web games.

Examples: Armorgames.com sponsors many web games.

8. Revenue Sharing Platforms

The principle is to share the revenue generated by advertising or paid subscriptions. The more the game is played, the more money the developer earns.

Example: Kongregate.com shares up to 50% of advertising revenue.

9. Donations or crowdfunding

Developers can directly ask players to finance the development of their video games through crowdfunding platforms like KickStarter.com.

On Tipeee.com, for example, players can give small or large donations to creators.

10. Assign the rights to his creations

Truth be told, all that makes up a game is attractive.

It is possible to transfer all the rights of its creations. These rights can then be exploited. In this case, a publisher holds, among other things, the distribution and exploitation rights to distribute and promote a game.

Other examples: transfer the brand, the IP, the universe, the characters, the story, the source codes, the plug-ins, the game engine, the graphic and sound assets, etc.

Besides, they tried to buy me the IP of EnigmBox for 70k€, but I refused.



Conclusion

It is not the means that are lacking, but it is still necessary to analyze its game, its target, and its commercial potential before setting out on an economic model and thinking about how to make its creation profitable.

If you want me to analyze your project to give you the best solution, contact me.

Finally, if you know of other ways to monetize your creations, add them in the comments.

 

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