Pete Lewin
petelewin.bsky.social
Pete Lewin
@petelewin.bsky.social
Video games lawyer & business advisor

Partner @ Wiggin
Practical risk of being pursued obviously decreases if the entity you signed the NDA with no longer exists. However, legal risk does still exist - info can still be confidential even if not explicitly mentioned in an NDA, and enforcement rights are often transferred elsewhere before a company folds.
March 5, 2025 at 8:42 AM
We have just locked CS1 as my firm’s first Games Club game, in prep for CS2 - cannot wait - good luck!
January 29, 2025 at 1:42 PM
There are so many occasions though where the boundaries between the above start to erode, and one starts blending in the other, which can significantly impact deal terms. Terms can also vary based on project budget (indie vs AAA) and platform (mobile is its own beast).
January 21, 2025 at 5:45 PM
PORTING: engaging a third party to create a version of a game for a new platform - typically flat fee deals - but can be some fun / complex variations on this (eg porting studio is developing and publishing a new adaptation of an existing game with creative differences / different monetisation).
January 21, 2025 at 5:45 PM
IP LICENCE: typical licensor / licensee agreement - usually involves a licence fee or MG - where this gets interesting is in (a) tripartite relationships (eg deals involving 3rd party IP) and (b) mobile adaptations (eg licensing a popular Western PC IP to a Chinese Mobile studio).
January 21, 2025 at 5:44 PM
CO-DEVELOPMENT: balance of responsibilities more 50/50 - one party may be providing the IP, another the creative and technical wizardry, maybe jointly funded - deal terms naturally more balanced (eg rev shares, approvals, IP ownership etc) but can vary significantly here in my experience.
January 21, 2025 at 5:44 PM
WORK FOR HIRE: party A engages Party B to create part of (or sometimes the entire) game - could be dev / dev (eg studio outsourcing art services) or dev / pub (eg pub commissioning an external porting studio) - various payments structures (time & materials, flat rate, maybe a limited rev share).
January 21, 2025 at 5:43 PM
SUB-PUBLISHING: pub sublicenses its publishing rights to another pub, usually to navigate territorial restrictions (eg China), complex markets (eg Japan) or to take advantage of another pub’s expertise (eg a PC pub working with a mobile-specialist).
January 21, 2025 at 5:43 PM
CO-PUBLISHING: deal where publishing responsibilities are split - usually dev / pub where dev is assuming some of typical pub responsibilities (eg age ratings, localisation) - dev usually retains IP ownership - publisher usually collects revenues, but not always.
January 21, 2025 at 5:43 PM
PUBLISHING: typical dev / pub deal - pub provides funding and/or publishing services in exchange for exclusive rights to distribute the game on specified platforms - typically a "net" revenue deal - dev typically retains IP ownership, but not always.
January 21, 2025 at 5:43 PM
Ultimately what you call a deal doesn’t matter. But I do think that understanding the underlying nature of the relationship helps set baseline deal terms and expectations, which the parties then build from. Below are some of the main deal types I regularly come across in games:
January 21, 2025 at 5:43 PM
Why am I just seeing this announcement now?! This looks fab - congrats!!
January 17, 2025 at 1:47 PM
This is why getting registered trade marks is so important.

Platforms are usually far more reactive to trade mark complaints (when you have a registered TM) since those are easier for platforms to assess.

Copyright claims are generally much harder.
January 17, 2025 at 12:43 PM
Will this be the year of correction? I don't think so. I've actually seen reports of some studios investing more in a smaller number of larger projects. It feels we're near a tipping point of diminishing returns for all but a few of the biggest winners though.
January 13, 2025 at 2:54 PM
With dev budgets like these, and the ever growing War for Attention, it's no surprise that it's harder than ever to generate a true AAA 'hit', and sustain the studios making those.
January 13, 2025 at 2:54 PM
For comparison, the production budgets for some of the most expensive films ever made (e.g. Avengers: Endgame and Avatar 2) are reportedly around $350m.
January 13, 2025 at 2:53 PM
Other reported budgets (take with a grain of salt):

- Genshin Impact - $700m ($100m base game, $200m / year ongoing)
- Cyberpunk 2077 - $441m
- Spider-Man 2 - $315m
- The Last of us 2 - $220m

GTA6 is rumoured to have a budget of $1-2 billion (though some estimate it'll generate $3bn in year 1).
January 13, 2025 at 2:53 PM
I thought exactly the same! One of my fave reveals last night.
December 13, 2024 at 10:30 AM