"My game is ready after 18 months of prototyping. Now, what do I do: I publish it myself or I propose it to publishers?" This question is the fork of the way for 90% of creators. The answer changes everything over the next 24 months.
Self-publishing and publishing by a publisher are not equivalent: different creative profiles, different risks, different income, different creative control. Choosing without understanding the two ways in detail leads to disappointment.
Here is the honest decision grid, the 6 steps for each path, and the tips from 80+ creative accompaniments since 2018.
Track 1 : Self-publishing: game entrepreneur
Self-publishing transforms you into a game entrepreneur. You take all the steps: artistic direction, manufacturing, distribution, marketing, customer service. To succeed, you need a creative profile ET entrepreneurship.
Benefits 100% of the income, total creative control, direct relationship with the players, possibility to rotate quickly. You capitalize your learning on all the following games. (more about our L&D learning game)
Drawbacks : significant initial investment to carry alone, 60-80% of the time in non-creative management (admin, marketing, logistics), tight cash flow the first 18 months, high financial risk.
Compatible designer profile: experienced entrepreneurs, designers willing to learn business management, creators with a 12-24 month security pool.
Track 2 : Publisher: offer your game to an established publisher
Offer your game to a publisher (Asmodee, Iello, Funforge, Cocktail Games, etc.) frees you from all production and distribution. The publisher takes the financial risk, you get royalties (5-10% of the wholesale price).
Benefits : very limited initial investment, focus on creation, potential global distribution, press exhibition and conventions provided by the publisher.
Drawbacks : reduced revenues (royalties 5-10%), shared creative control (the publisher can modify mechanical, theme, illustrations), 24-36 month release time, very low acceptance rate (1-3% of successful submissions).
Creative profile compatible: very creative creators but not entrepreneurs, creators with stable main job, creators who aim for international volume.
6 stages self-editing
Step 1 : choose a legal status (auto-enterprise for modest CA, SASU for larger scale, association for educational games).
Step 2 : finalise the artistic direction (graphist + illustrator). Budget on estimate according to ambition.
Step 3 : choose the manufacturer. For launch (50-500 copies), recommended European B2B manufacturer for compliance + deadlines.
Step 4 : Kickstarter campaign or direct pre-sales (more about our Kickstarter board game FrancePreparation 3 months, 30 days campaign.
Step 5 : post-campaign manufacturing, backers distribution.
Step 6 : continue selling on your website + marketplaces. Maintain an active community presence.
6 steps to offer your game to a publisher
Step 1 : prepare a clean prototype (not necessarily final) playable and a presentation folder (concept, mechanics, target, duration, number of players).
Step 2 : identify 15-25 target editors compatible with your type of game (mechanical, complexity, audience). No need to send to Asmodee if you are doing a micro-niche game.
Step 3 : contact each publisher via their official channel. Many have a documented submission procedure on their site.
Step 4 The project will be presented at trade shows (Cannes, Essen). Publishers have dedicated slots.
Step 5 If interest, negotiate the contract (transfer, royalties, creative control, duration). Have a specialist intellectual property lawyer read again.
Step 6 : collaborate with the publisher on any adjustments. Time between signature and release: typical 24-36 months.
French workshop in Fléac (Charente). 1000+ B2B projects delivered since 2018. EN71, FSC, ESAT, plant-based inks. Costed quote within 48h.
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