Video Game Publishing Agreement

Publishing someone else's game, or bringing your own agreement to the table? Get the royalties, rights, and reversion terms settled before development starts.

From $1,500

Your $150 consultation fee is credited toward any services you decide to purchase.

Whoever drafts the agreement sets the starting line

Publishing deals rarely move far from where they start. The first draft decides which terms are assumed and which have to be argued for, and it is much easier to defend a reasonable clause you wrote than to extract one from a contract built around someone else’s interests.

That is the case for drafting your own. If you are publishing another studio’s game, funding development in exchange for a share, or putting a deal on the table rather than waiting for one, the agreement should be yours.

The terms that actually decide the deal

A publishing agreement usually runs long, and most of it is machinery. A handful of terms carry the outcome.

The royalty, and specifically how net revenue is defined, because a percentage is only as real as the number it is calculated on. The advance and what it recoups against, in what order, which is what determines when money actually reaches the developer rather than when the game starts selling. Platform, territory, exclusivity, and term are what the deal covers and for how long. Milestones and approvals, so a slipped date has a written consequence instead of becoming a dispute. And reversion, so an unshipped or finished-and-shelved game has a route home.

Get those right and the rest of the contract falls into place easily with more “standard” terms.

Drafted from either side

We draft these for publishers and for developers, and the work is not the same in each direction. A publisher needs an agreement that is fair enough to sign quickly and firm enough to hold across a slate of deals.

A developer publishing someone else’s game for the first time usually needs the opposite problem solved: a document that does not accidentally promise more than the studio can deliver.

Either way, the aim is an agreement both sides can sign without months of back and forth.

Start with a term sheet if the deal is still moving

If the terms are not settled yet, the long-form agreement is the expensive place to settle them. A term sheet does it on one or two pages: the royalty, the advance and what it recoups against, the rights granted, the term, and what happens if the game never ships. Our firm will draft this for your deal at a $400 flat fee.

Two things come out of that. Both sides find out early whether they actually agree, which is worth knowing before anyone pays for a full agreement. And whoever drafts the long-form version starts from a deal that is already done, rather than negotiating it a clause at a time through redlines.

If the contract is already in your inbox

Then this is not the service you need. When a publisher has sent you their agreement and you want it read and negotiated, that is a publishing agreement review, billed hourly rather than at a flat fee, because their contract sets the scope rather than yours.

What's included

  • A publishing agreement built around your actual deal, drafted from either side of the table
  • Royalty and revenue-share terms with net revenue defined so the word cannot quietly become a loophole
  • Advance and recoupment terms that set out what is recouped, against what, and in what order
  • Platform, territory, exclusivity, and term spelled out, across storefronts, console, and any port or sequel rights the deal reaches
  • Milestones, delivery, and approval rights, with what happens when a date slips written down before it slips
  • IP ownership and reversion terms so everyone knows who owns the game, who owns the brand, and what comes back when the deal ends
  • Or, if you would rather settle the deal before anyone drafts: a term sheet at $400 flat, covering the money and the rights on one page

Not included

  • Review or negotiation of an agreement someone else drafted and sent you. That is billed hourly, see Publishing Agreement Review
  • Platform or storefront agreements, which are take-it-or-leave-it and typically cannot be negotiated

Who this is for

  • Studios publishing another developer's game for the first time
  • Publishers who need their own customized agreement drafted rather than borrowing a template
  • Developers who would rather put a fair deal on the table than react to someone else's

Related reading

More on this from the Legal Moves blog.

Common questions

Do we have to start with the full agreement?

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No, and often you should not. A term sheet puts the deal on one page first: the royalty, the advance, what it recoups against, the rights being granted, the term, and what happens if the game never ships. It is $400 flat. You settle the money and the rights while they are still cheap to change, and whoever drafts the long-form agreement then works from a deal both sides have already agreed to. It is far cheaper to argue over a term sheet than over a signed contract's worth of clauses.

Is a term sheet binding?

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That depends on how it is written, which is exactly why it is worth having a lawyer write it. Most term sheets are deliberately non-binding on the commercial terms, so either side can still walk, while a few clauses (confidentiality, exclusivity during negotiation, who pays what if it falls apart) are binding. A term sheet that is vague about which is which is the one that causes arguments later.

How is this different from a publishing agreement review?

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This is drafting: we write the agreement, for your deal, from whichever side you are on. A review is the opposite direction. A publisher sent you their contract and you want it read, red-flagged, and negotiated. Drafting is a flat fee because the scope is known. Review is billed hourly because the contract you were handed sets the workload.

Why would a developer want to draft one rather than wait for the publisher's?

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Whoever drafts sets the starting position, and negotiations tend to move in small steps from wherever they begin. If you are the one funding or publishing a game, coming to the table with your own agreement is faster, cheaper, and lands closer to what you actually want than redlining someone else's. Admittedly, this is not common. Usually you’re going with the publisher’s template.

What does 'net revenue' actually need to say?

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It needs to name what comes off the top and what does not. Platform fees, refunds, chargebacks, and taxes are ordinary deductions. Marketing spend, overhead, and the publisher's own staff costs are where the definition quietly turns a real royalty into a much smaller one. A good clause lists the deductions exhaustively, so anything not on the list cannot be subtracted later.

What is recoupment, and why does it decide when I get paid?

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An advance is usually recoupable, meaning the publisher keeps your royalty share until the advance is paid back. What matters is what else is recoupable and in what order: if marketing, porting, and localization all get recouped ahead of you, your royalty can stay at zero long after the game sells well. The agreement should cap what is recoupable and say plainly what is not.

What should happen to the rights if the game never ships?

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They should come back. A well-drafted agreement sets a window for release and reverts the publishing rights to the developer if the publisher has not shipped, or shown genuine intent to ship, by then. Without a reversion clause a publisher can hold a finished game indefinitely, and the developer has no route to take it elsewhere.

Does this cover sequels, ports, and DLC?

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It covers them if you want it to, and that is a decision worth making deliberately. Publishers often ask for rights to sequels and ports on the same terms as the original. Sometimes that is fair. Sometimes it commits your studio's next three years to a deal you negotiated before you knew how the first game would do. We set out what the deal reaches and what stays yours.

Ready to get started?

Schedule a consultation and we'll map out exactly what your video game publishing agreement needs and what it costs, with no obligation.

Your $150 consultation fee is credited toward any services you decide to purchase.

Contact us to get started