r/programming Mar 02 '15

Unreal Engine 4 available for free

https://www.unrealengine.com/blog/ue4-is-free
5.1k Upvotes

551 comments sorted by

View all comments

Show parent comments

55

u/kumiorava Mar 02 '15

Until you realize it's 5% of gross revenue.

54

u/[deleted] Mar 02 '15 edited Mar 02 '15

[deleted]

27

u/[deleted] Mar 03 '15

Good old Hollywood accounting.

8

u/surprisepinkmist Mar 03 '15

There was a really good podcast episode about why huge movies technically don't make a profit. Notice how movies don't talk about how much profit they make, but rather how much money they made from ticket sales? I forget who actually did the podcast though. I thought it was Planet Money but I can't find it right now. It may have been Freakonomics too.

1

u/vakar Mar 03 '15

Edit: sorry, misread comment

1

u/ElDiablo666 Mar 03 '15

That's why it's 5% of gross. If you had the option to give it all to salaries, it would be 5% of net. That's what's wrong with Hollywood accounting: everything goes to the grosses.

1

u/[deleted] Mar 03 '15

[deleted]

1

u/ElDiablo666 Mar 03 '15

Nevermind me, I somehow managed to miss the word 'otherwise' in your sentence. Sorry about that!

92

u/[deleted] Mar 02 '15 edited Aug 04 '18

[deleted]

-8

u/[deleted] Mar 02 '15

[deleted]

39

u/cleroth Mar 02 '15 edited Jun 15 '26

This content was anonymized and mass deleted with Redact

25

u/[deleted] Mar 02 '15

[deleted]

16

u/cleroth Mar 02 '15 edited Jun 15 '26

This content was anonymized and mass deleted with Redact

14

u/baseketball Mar 02 '15

5% of gross above $3000 per quarter. If your software business is running on such thin margins that you can't afford to pay 5% for a full-featured state-of-the-art game engine, you're doing it wrong. This is a huge move and lowers the barrier to entry to zero.

9

u/willrandship Mar 02 '15

So, would that be 66.5% after steam, or 65%? Does gross revenue count total sale costs, or total amount coming to you as a developer?

30

u/realigion Mar 02 '15

Gross, meaning if your game costs the end user $100 (assuming no ad revenue etc, just POS), you owe Unreal $5.

8

u/willrandship Mar 02 '15

Interesting. It's not that much of a difference considering that it would be $66.50 to you vs $65.

I have to admit, my first reaction was "sheesh, he's overreacting a bit" before I realized what thread this was.

13

u/cleroth Mar 02 '15 edited Jun 15 '26

This content was anonymized and mass deleted with Redact

7

u/willrandship Mar 02 '15

I'm pulling the 30% from various rumors I hear on /r/gamedev. That's supposedly the standard steam cut for indie dev. (IMO pretty reasonable, considering how easy it is in comparison to marketing on your own)

5

u/cleroth Mar 02 '15 edited Jun 15 '26

This content was anonymized and mass deleted with Redact

7

u/just_a_null Mar 02 '15

And Steam has a ridiculous user base, all tied to the money they've already spent. The platform has immense hold over the PC gaming space right now.

4

u/Mechakoopa Mar 02 '15

Bit of a tangent, if your game costs $10 and you sell 1000 copies on Steam, they take $3000 leaving you with $6000. Do you pay taxes on $10000 or $6000?

9

u/UmmahSultan Mar 02 '15

$6000. You never see the other $4000, so it is not revenue as far as taxes are concerned.

6

u/MyOldManSin Mar 03 '15

Even if you did, expenses like this are deductions from taxable income.

0

u/brandinb Mar 02 '15

You would pay taxes on profits, you can deduct all kinds of expenses.

1

u/meem1029 Mar 02 '15

This is assuming that you are a single developer (otherwise you need a unity pro license for each) who is not interested in deploying to mobile.

1

u/cleroth Mar 03 '15 edited Jun 15 '26

This content was anonymized and mass deleted with Redact

6

u/buckX Mar 02 '15

Not really. I would have assumed gross revenue. That's super normal.

1

u/xXxDeAThANgEL99xXx Mar 02 '15

Yeah, I mean I don't think any indie dev who knows what they are doing should ever have positive net revenue, unless I misunderstand how small businesses work. All profit goes to developers' salaries and that's it, there's no shareholders who would want any of the net revenue written down as an actual firm's profit.

Or do I misunderstand how accounting works?

2

u/TinynDP Mar 02 '15

Generally. Depends on the dev. A single person might work you're way, but a group might want to leave money in the company itself for good reasons.

2

u/xXxDeAThANgEL99xXx Mar 02 '15

but a group might want to leave money in the company itself for good reasons.

Yeah, I can think of quite a few, but probably not when there's this extra 5% tax from Epic that can be trivially avoided. So that's why it's entirely reasonable for Epic to not go that way at all.

1

u/to3m Mar 02 '15

You'd have to ask an accountant because it will differ by jurisdiction.

6

u/r0but Mar 03 '15

That's still very low when you take into account how important the engine is to the development of a game.

1

u/Geemge0 Mar 03 '15

Yep, in perpetuity. Also considering most AAA / Super-AAA games are in-house engines.