Frequently asked questions
How Launchable works for Studios, talent and Enterprise Services, and how the revenue share is agreed and paid. Already using the platform? See Help.
About Launchable
What is Launchable?
Launchable matches game Studios with specialists who are paid from a share of the launch. It scopes what a game in build needs into milestones and matches the people who can deliver them, so Studios get the capability their game needs without funding it up front.
What is a share of the launch?
It's an agreed percentage of the revenue a game earns once it's released. Each specialist's share is agreed per milestone, before work starts, and recorded on the platform.
What does Launchable cost, and how does it make money?
[TBC: platform fees for Studios and talent, and how Launchable itself shares in a game's revenue]
For Studios
What does my Studio need to join?
A game that's at least Alpha, with something playable or design docs solid enough to build from, and someone in charge to manage the team and sign off the work.
Do I keep my IP?
Yes. You keep the IP and the final say over it, including whether each milestone is accepted.
Does a specialist get any ownership of my game?
No. Specialists earn a share of the game's revenue, never ownership of the game.
What do I pay up front?
Specialists are paid from a share of the launch, not cash up front. You pay for delivery, not for time: nothing is owed until a milestone is accepted. [TBC: any platform fees.]
What does Launchable review?
Your game design document, technical design document, briefs and role descriptions. It shows you what to strengthen before you share them.
Can I add people as the game needs them?
Yes. Specialists join for defined milestones, each with its own agreed terms, so you can add expertise one milestone at a time.
Can I keep working with a specialist after their milestone?
Yes. You and each specialist commit one milestone at a time, with the flexibility to work together on more of the project.
What happens if I don't accept a milestone?
Acceptance criteria are agreed in writing before work starts, and you review the work against them. A specialist only locks in their share when you accept their milestone, so nothing is owed for work that isn't accepted.
What if we disagree about whether a milestone is done?
[TBC: how disputes over acceptance are resolved]
For talent
Which roles can I sign up for?
There are 59 roles across design, engineering, art, audio, narrative and production. Disciplines open as pilot projects need them.
What do I need to show to join?
Work you can evidence, such as shipped titles, builds, reels or repositories, and the ability to deliver against a written brief without supervision. You'll also pass an identity check before you're matched.
Is it free to join?
[TBC: whether talent pays anything to join or use the platform]
Do I need to be freelance?
No. You can be in a Studio, between contracts or working on your own.
Do I need to be in the UK?
No. Talent can be anywhere. Your identity is verified and an agreement is signed before you get access to a project.
Am I an employee or a contractor, and who handles tax?
[TBC: employment status, IR35 for UK specialists, and tax responsibilities]
Can I work on more than one project?
Yes. Take milestones on more than one game. My Revenue shows your share from each project in one place.
How do I know a Studio is genuine?
Every Studio is verified before it can post, and you can see exactly who they are before you apply.
For Enterprise Services
What kinds of services can we offer?
Services across the whole life of a game: assessment and pre-production, development and creative production, testing and release readiness, publishing and marketing, launch and live operations, and business and specialist services such as legal, accounting and funding advice. See Enterprise Services.
How do we get onto projects?
Studios can bring you onto their project directly, or you can become a partner and be assigned to several games at once. Every project is assessed before it reaches you, so you start with a clear brief.
How are we paid?
Scope, acceptance criteria and your share of what the game earns are agreed before you start. When the game earns, Launchable pays your share directly. Post-launch work is contracted, verified and recorded on the platform too.
Payments and revenue share
How is my share agreed?
Per milestone, with the Studio, before you start. The scope, deliverable and your share all go in writing.
Who pays me, and when?
Launchable pays your share directly when the game earns, so nobody has to chase a Studio for it. [TBC: payout schedule and minimum thresholds.]
How is a game's revenue counted?
[TBC: gross or net, which storefronts and platforms, and how earnings are reported to you]
How long does my share last?
[TBC: for the life of the game, up to a cap, or for a set period]
What if the game never releases, or doesn't earn?
[TBC: what happens to shares if a game is cancelled or earns nothing]
What if the Studio closes or sells the game?
[TBC: what happens to shares if the Studio closes or the IP is sold]
The pilot and trust
How do I join?
Why do I need an identity check?
Everyone is identity checked before they're matched, Studios and talent alike, and an agreement is signed before anyone gets access to a project.
Is my build and IP kept confidential?
An agreement is signed before anyone gets access to your project. [TBC: confidentiality terms and how builds and files are secured.]