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Last year, Epic Games—the developer behind games like Bulletstorm and Gears of War—revealed the Unreal Development Kit: a version of the ubiquitous Unreal Engine 3 that anyone could download, for free. Use it for educational purposes or to release a noncommercial game and you wouldn't have to pay a cent. Use it for a commercial game and you'd need to pay an upfront fee of $99 and royalties on any revenue greater than $5,000. Epic has now raised the royalty threshold quite a bit: now you don't have to pay anything until you earn at least $50,000.
"Under the new rules you are not required to pay royalties on revenue earned from the use of UDK until that revenue exceeds $50,000, which represents a 10-times increase over the previous threshold of $5,000," Epic's Mark Rein wrote on the UDK forums. "We're really excited about folks making some amazing things with UDK and we realize that a lot of you are just started in the business so not having to pay royalties on your first $50,000 should help you get a financial footing toward building a quality game development business."
The royalty percentage remains the same as before at 25 percent, but this still is a huge boon to small developers, letting them earn a solid amount of money before having to actually pay any significant fees. The royalties only apply to the revenue earned above the $50,000 threshold. Here's an example of how the new structure works in practice, straight from Epic:
A team creates a game with UDK that they intend to sell. After six months of development, they release the game through digital distribution and they earn $60,000 in the first calendar quarter after release. Their use of UDK during development requires no fee. Upon release they would pay US $99.99 for a Royalty Bearing license. After earning $60,000, they would be required to pay Epic $2,500 ($0 on the first $50,000 in revenue, and $2,500 on the next $10,000 in revenue). On subsequent revenue, they are required to pay the 25% royalty.
"Under the new rules you are not required to pay royalties on revenue earned from the use of UDK until that revenue exceeds $50,000, which represents a 10-times increase over the previous threshold of $5,000," Epic's Mark Rein wrote on the UDK forums. "We're really excited about folks making some amazing things with UDK and we realize that a lot of you are just started in the business so not having to pay royalties on your first $50,000 should help you get a financial footing toward building a quality game development business."
The royalty percentage remains the same as before at 25 percent, but this still is a huge boon to small developers, letting them earn a solid amount of money before having to actually pay any significant fees. The royalties only apply to the revenue earned above the $50,000 threshold. Here's an example of how the new structure works in practice, straight from Epic:
A team creates a game with UDK that they intend to sell. After six months of development, they release the game through digital distribution and they earn $60,000 in the first calendar quarter after release. Their use of UDK during development requires no fee. Upon release they would pay US $99.99 for a Royalty Bearing license. After earning $60,000, they would be required to pay Epic $2,500 ($0 on the first $50,000 in revenue, and $2,500 on the next $10,000 in revenue). On subsequent revenue, they are required to pay the 25% royalty.
No royalties on Unreal Development Kit until $50,000 in sales
Epic Games has changed its licensing agreement for the free-to-use Unreal …
arstechnica.com
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