(short of people sending you money or checks in envelopes ) Unity will try to accrue every cent your game makes, regardless of source. The issue is since its not a % based model its absoltly possible for the royalty fees to be a large chunk or even greater than your revenue meaning this will kill some devsĬlick to expand.I think that topic it is covered on the FAQ. and that's before tax, salary, licensing, etc. anyway ease of numbers the result is you end up owing Unity a solid mil or breaking even e.g. ![]() ![]() so yaīut anyway 10 times right so 2 devices and 5 patches a year you would hit that. if over a year or so users install an average of say 10 times per user really isn't much depending on how they calc "install" and right now its "trust me bro". this means you have around 1-2mil total players. then you are very lucky but the numbers are easier. If we assume 2% of your players monetize for an average of $10. which is an insain thing to calc but is what is vs the royalty costīest case the cost is 0.01. It really comes down to your games value per install. My point is simply that while this may never impact 80-90% of Unity's user base the 10% or less that does this for a living just got a foot blown off by this even begin considered. ![]() and each employee is bringing home 60k ish if your running it tight Now run payrol, pay PRSI or income tax, etc. just platform fees and your down to 140k per head.Īdd tax now, licenses and the general costs of doing biz and your down to around 75k per head. 1m for a team of say 5 is best case scenario not enough to pay salary that year so hope you like noodles Those are gross rev numbers so before tax, platform and publisher split, salary, licensing, general operations costs. 1m for a game project in a year really isn't much
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