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Just remember how many AAA or big name titles use Unreal as engine. Those can sell millions of copies at 60 per copy. And even if they have much better rate it is still probably half a million to millions a game.


Epic made more than $5bn in profit from 2018 to 2019, according to documentation from Epic's court case with Apple, and $5.1bn in revenue in 2020.

https://www.theverge.com/2021/5/3/22417447/fortnite-revenue-...

With numbers like that, collecting a half-million dollars from even ten blockbuster games per year is probably not even worth the time and energy it would take; that would be 0.1% of their revenue, which, relatively speaking, is basically nothing. That whole business wouldn't even show up on the balance sheet.


> collecting a half-million dollars from even ten blockbuster games per year

I don't think that's in the right ballpark. PUBG has generated about $15 billion in revenue over 6 years or $125 million per year in revenue for Epic.

Jedi: Fallen Order sold 10 million copies at full price in its first four months, netting Epic ~$20 million.

Even an indie game like Stray netted Epic ~$2 million in one month of Steam sales.

https://vgsales.fandom.com/wiki/PUBG

https://en.wikipedia.org/wiki/Star_Wars_Jedi:_Fallen_Order#S...

https://www.gamesensor.info/news/stray

* assuming all these devs have the standard 5% deal and chopping 30% off for marketplace fees where only sales*price data was available


FWIW basically no established game developer is using the standard terms epic provides. If you’re in a situation where you have a high degree of confidence you will owe Epic money it is worth reaching out in advance.


True, but I also imagine that Epic isn't bargaining down the rev share too low. Or, companies are fine paying 8 or even 9 figures upfront in anticipation of such success in a custom contract.

I can't imagine it being chump change.


Isn’t most of that from Fortnite and not the engine business?




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