Get a free story when you subscribe

Author, Editor, Media Tie-In Writer

Tell Me – Erik Dahlman

Over the past year we’ve had to license game mechanics and intellectual property from a variety of game designers and authors. I’ll be honest, this used to seem like the most complicated and expensive endeavor in the world and scared the hell out of me. I always envisioned a week-long meeting with a roomful of high powered attorneys discussing terms and conditions, finally culminating with a contract signed in blood with a clause for my firstborn.

Fortunately, I’ve begun to look at licensing for what it really is: an additional revenue stream that you can leverage if you choose the right people to partner with.

This definition is of course from the side of the person licensing the IP. A good way to look at it is that you are partnering with someone that has the time and resources to take the world that you’ve built and introduce even more people to it. And as a nice side effect, you’ll hopefully make some extra cash along the way!

So what are a few things to look at? Let me turn the tables and tell you what it is we look for as a game publisher:

Strength of the brand
The greater a following your IP already has, the more likely there is to be some crossover with a new product. If you have a strong fan base, you can usually negotiate for a higher percentage.

Terms
I don’t make a game thinking that it’s going to fail, so I want to leave myself open to as many opportunities as possible to cash in on that success. This means I’m going to ask for the rights to produce expansions and a digital version of the game. Since we have the skill set to convert the assets we’ve already created in order to have them do double duty, this makes a lot of sense for us.

Another stipulation here is normally the length of time that a license can be utilized. Typically, I’ve seen a length of five years during which time the licensee should be actively producing and/or marketing the products using the license. Of course the term ‘actively’ can be pretty arbitrary so you have to be a bit careful with this one.

How much do we like the person we’re licensing from?
You may think that money is money and this doesn’t matter. Maybe for some people it doesn’t, but for us, we don’t want to deal with someone that’s going to turn what should be a fun endeavor into tedium. We tend to gravitate towards those with a similar vision and approach.

How well do we know the license material?
I think it’s difficult to really immerse yourself in a product and capture its full flavor if you don’t really know it. Our company doesn’t deal with anything if at least one of us doesn’t have intimate knowledge of the subject material. This is really the only way we can tie in little nuances that true fans would appreciate and make something that truly captures the essence of the IP in our products.

How passionate are we about it?
A game can take up to six months for us to produce (not counting manufacturing time). That’s a very long time to work on something that you don’t like, so we make sure that it’s something we really enjoy.

If you’d like to see the result of one of these licensing endeavors, check out Dragon Whisperer. We licensed the game mechanics from the legendary game designer Richard Borg and crafted a rich and vibrant world around them that we’re really proud of.


Erik Dahlman is CEO of Albino Dragon, a game publisher based in Austin, TX. Within the past year, Albino Dragon has launched and successfully funded five Kickstarter projects that have raised over $180,000 to date by leveraging licenses ranging from Richard Borg’s game mechanics to Chaosium’s Call of Cthulhu. An avid gamer and businessman, Erik strives to maintain transparency with Albino Dragon in an effort to help others also realize success in the industry and give back to the community.

 

What is the “Tell Me” guest blog? It is a 400-600 word (more if you need it) blog post where you tell me something about your project. Tell me why you did it. Or what inspired you. Or something that you’ve always wanted to tell the world about the project. Tell me why you love it. Or hate it. Or what you learned. Tell me anything you want. I’m listening….

Meet Jennifer Brozek

Jennifer Brozek is a multi-talented, award-winning author, editor, and media tie-in writer. She is the author of Never Let Me Sleep and The Last Days of Salton Academy, both of which were nominated for the Bram Stoker Award. Her YA tie-in novels, BattleTech: The Nellus Academy Incident and Shadowrun: Auditions, have both won Scribe Awards. Her editing work has earned her nominations for the British Fantasy Award, the Bram Stoker Award, and the Hugo Award. She won the Australian Shadows Award for the Grants Pass anthology, co-edited with Amanda Pillar. Jennifer’s short form work has appeared in Apex Publications, Uncanny Magazine, Daily Science Fiction, and in anthologies set in the worlds of Valdemar, Shadowrun, V-Wars, Masters of Orion, Well World, and Predator.

Jennifer has been a full-time freelance author and editor for over seventeen years, and she has never been happier. She keeps a tight schedule on her writing and editing projects and somehow manages to find time to teach writing classes and volunteer for several professional writing organizations such as SFWA, HWA, and IAMTW. She shares her husband, Jeff, with several cats and often uses him as a sounding board for her story ideas. Visit Jennifer’s worlds at jenniferbrozek.com or her social media accounts on LinkTree.

Browse the archives

You may also like...

I really wanted this update to be all about how good Mena’s doing but, while her stitches seem to be healing well (she was supposed to get them out tomorrow), she’s started vomiting in the last couple of days and wouldn’t accept treats today. Yesterday and today it looked like she tried to eat her kibble but couldn’t keep it down. Thus, a call to the vet. Thus, a request to bring her in immediately. *sigh* Doc quizzed me on medicine and such. It could be anything: she needs more antibiotics or she ate something bad or something’s going on with her ear that’s making her nauseated. No one knows right now. I’m going to call later in the day. I know she’s going to be kept overnight and probably x-rayed.  My poor fur baby. She just can’t catch a break.   The full story of Mena is here.

scroll-horizontal

Let me sum up Gen Con: Busy, exhausting, awesome. As usual, way too many things happened for me to talk about them all. I’m going to hit some highlights. Melissa Allen TrilogyI discovered that Melissa Allen #1: Never Let Me Sleep is on TV Tropes! There’s an author bucket list checkmark! Arkham Horror: To Fight the Black WindI have never had so many fans come up and be so complimentary about any of my tie-in fiction before. People told me that, because of my novella, Carolyn Fern was now their favorite Arkham Horror character. That To Fight the Black Wind was “the holy grail” of the Arkham Horror novellas to find. That there is even a subreddit discussing To Fight the Black Wind that was complimentary. (Another author buckle list checkmark). I was even asked to sign the Carolyn Fern Arkham Horror card game card (checkmark!). I really am thrilled...

scroll-horizontal