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Gamesmith Publishing - keep 100% of your profits!

03-04-2009, 10:51 AM
#1
Joined: Mar 2009
Posts: 24
Gamesmith Publishing - keep 100% of your profits!

Gamesmith Studios, founded in 2008 by several veterans of the #1 mobile game developer, Gameloft, is getting ready to release 7 titles over the coming months.

We're currently accepting project submissions to be associated with our brand. Not only do we return 100% of the profits directly to you - we are also in a position to offer you the very best advertising tool for your App - a solution no other publisher currently offers.

Contact hello [at] gamesmithstudios [dot] com for more information. Only serious enquiries please. All conversations are under NDA.

Last edited by gamesmithstudios; 08-06-2009 at 04:28 PM.
06-07-2009, 03:16 PM
#2
Joined: Mar 2009
Posts: 24
Gamesmith Studios, the company behind Indigo Ocho, Joyland Bounce, CubeLex, XO: Tic Tac Toe 3D and others, is seeking independent developers who would be interested to be published under the Gamesmith banner to benefit of the advertising possibilities inside our other Apps and team's expertise.

Gamesmith also funds and contributes to unique, outstanding projects.

Contact hello [at] gamesmithstudios [dot] com for more information. Only serious enquiries please. All conversations are under NDA.

Last edited by gamesmithstudios; 08-06-2009 at 04:27 PM.

06-07-2009, 03:45 PM
#3
Joined: Mar 2009
Location: America
Posts: 1,012
Interesting.

But it seems rather sketchy that the developer would retain 100% of the profits, since there is then absolutely no benefit to the publisher. It also takes financing for advertising, which is a net loss on the part of the publisher.

Can you help us understand how this is a mutually beneficial relationship?

Game Designer and Producer of Trenches, Evertales, and more!

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06-08-2009, 07:03 PM
#4
I'd tend to agree. When something sounds too good to be true, it usually is. Maybe they insert advertising into your apps? Maybe this is just a limited time offer and once they build a brand name they'll start skimming off the top of all their published apps?

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06-08-2009, 07:18 PM
#5
please provide more info (the catch, lol)
06-08-2009, 08:44 PM
#6
Joined: Mar 2009
Posts: 24
Indeed - there's always a catch.

So we do leave you with 100% of your profits at first because you're the ones who put in the hours and your project is your baby and we get that.

We then have a profit sharing scheme based on a set sales "brackets", for example:

Sales 0 to X: you keep 100% of the profits
X to Y: You keep 95% of the profits
Y to Z: You keep 90% of the profits
etc...

This is mutually interesting because it encourages us to work hard to make you the most sales possible :-)

At the same time, being a developer as well, any visibility that Apps under the Gamesmith banner get is good for us because it promotes our own Apps as well, so we're ok with working hard to promote your App, because it'll be good for us in the long run.

Another catch is that we don't publish just anything. We only associate with independent developers, and we handpick only Apps we like & believe have potential. We want to establish a brand based on quality, of both visuals and gameplay.

Our objective is to establish more of a "collective" of independent developers, helping each other out, with for instance, marketing tools.

But I've said too much - contact us privately if you want to know more.

Last edited by gamesmithstudios; 08-06-2009 at 04:27 PM.
06-08-2009, 09:59 PM
#7
Joined: Jan 2009
Posts: 458
Quote:
Originally Posted by gamesmithstudios View Post
Sales 0 to X: you keep 100% of the profits
X to Y: You keep 95% of the profits
Y to Z: You keep 90% of the profits
etc...
And that would go down to 1% of the profits

Beta tested: Parallelus, Galactic Gunner, Crazy Snowboard, IMO
Quote:
Originally Posted by NJPodder View Post
What? They make games for the iPhone/iPod Touch?
lmao
06-08-2009, 11:19 PM
#8
Joined: Mar 2009
Posts: 24
Actually no, we remain much cheaper than any other publisher out there.

Most publishers take 20% right off the bat, we don't even get there :-)

Thanks for the sarcastic comment though!

Simon
06-09-2009, 12:32 AM
#9
Joined: Sep 2008
Location: Canada
Posts: 2,799
Simon,
I am not in the glamorous iPhone game development biz, but it sounds to me as though your financing structure is completely off the wall as far as industry standards are concerned. That is going to freak people out. Accounting is not a venue to express your creativity. You are sending a message you don't know what you are doing.

Best,
Jim
06-09-2009, 01:42 AM
#10
Joined: Mar 2009
Location: America
Posts: 1,012
Quote:
Originally Posted by starjimstar View Post
Simon,
I am not in the glamorous iPhone game development biz, but it sounds to me as though your financing structure is completely off the wall as far as industry standards are concerned. That is going to freak people out. Accounting is not a venue to express your creativity. You are sending a message you don't know what you are doing.

Best,
Jim
True, but those are "current" industry standards. The iPhone is a new and mobile market that is highly adaptive to change. It may give the appearance of an "off the wall" publishing technique, but some may find it beneficial financially. Because right now, what does a publisher truly do? It doesn't seem like a iPhone game has much of a chance without Apple supporting the product in their featured spots. This is a way for a publisher to become known and recognized by Apple and then in turn help both the publisher and developer.

Then again, it may completely back fire since a publishing house cannot sustain business (employees, etc.) without cash flow, which is nonexistent at 0% of the earnings. Meaning the publisher is only successful if the developer is successful.

Game Designer and Producer of Trenches, Evertales, and more!

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