I get this question a lot via email. I’ve gotten a recent deluge of them in my inbox, so instead of answering each individually, here’s a summary answer for the public to my most common question. I know this is a bit of a deviation from my endless optimism, but I think it has to be said at least once in public form.
So, the question I get is:
I have a flash game that I am trying to find a sponsor for. How much money can I get for it?*
[Edit: I'm talking about commercial flash sponsorship; selling your game to portal sites. I'm not talking about government sponsorships or kickback programs]
What an easy question! Let’s lay it out for you. The amount of money you can make depends on a variety of factors, not limited to:
- Luck. Sometimes you just can’t predict ANY of this.
- What the market desires right now. Maybe there hasn’t been a good game of your genre recently. Or maybe there’s been too many of your game recently. Who knows? Well, you could, if you did some market research.
- The google-ability of your game’s name. Many sponsors bid on getting google hits; if you already own every google hit, or if there are millions of competing similar titles, your property isn’t worth all that much.
- Target audience. Some sponsors want a game that can be played with one hand on the mouse. Some cater to a keyboard-only crowd. Which one are you targeting? How many sponsors fit your game? If you don’t know, why haven’t you looked into it yet?
- Thematics. Is it christmas-time? Does your game feature santa and snow? Why not?
After you’ve settled on a baseline there, and you are doing the BEST you can, here are some nice metrics:
- 80% of games never find a sponsor. Keep in mind that the barrier to entry for game making is REALLY low, and the quality of these games is almost universally horrible. To get an idea of the shitty games that never find a sponsor, just look at whatever gets banned from Newgrounds, or the dregs of other aggregation sites like Kongregate. These games may never find any money, either due to content, marketability, or just plain.. quality. I don’t think most people that manage to make their way to this blog fall into this 80%.
- Of the 20% that DO find a sponsor, the MEDIAN price these days for a sponsorship is $600. This isn’t lifetime revenue; this is for your first, one-time, up-front deal. But it is going to be your biggest deal, so yeah. $600 is “normal.” Spend your development budget accordingly.
- Keep in mind that of the 20% of games that get sponsors at all, yours is probably not going to be “above average.” As the common saying goes, “80% of people think they are above average.” That means the most you can hope for is $600 for your first payment. Anything else is gravy.
- If you have a really excellent game (not on your own metrics, but on the sponsor’s metrics, which is an important distinction), you can fairly easily pull in $1K-5K for your game, with a median being around $2K. I would wager a guess that any of my talented game-developer-friends that attend GDC and know all the ins-and-outs of the industry would make $2K as a bare minimum. Again, if you fall into this category (almost nobody does!), spend your development budget accordingly.
- Keep in mind that I’m speaking right now to the (almost a hundred?) people that have asked me this question, and most of them did not make any money. I have put several games myself up for bidding and gotten absolutely nothing in return.
- There is a chance, albeit small, that you are indeed a beautiful snowflake. If this is the case… I have confirmed cases of sponsors paying up to $200K for titles that I, personally, consider kinda “shitty” games. But they were well polished.
Notice how I didn’t have to play your game to make these judgements? Because your actual game is kinda secondary to all these other factors.
One of the best metrics I’ve been able to come up with, for if a game will find good sponsorship money, is these questions:
- How many local meetup groups for game development have you attended?
- How many GDCs have you attended? (x10)
- How many games have you released? (x10)
- How many beers have I bought you? (x100)
If you total all those numbers up, and you are over 100, you’ll probably get a good sponsorship. And probably wouldn’t even read this blog post if I didn’t link it to you at some point.
OK. I’ve said my piece. I stand behind it. I know there are outliers, and I know that almost everyone (including myself, at first!) pretty much revolts when they hear “bad news” like this. Or maybe you’re yet another reader that thinks they are, indeed, one of those beautiful snowflakes. The bad news is, if you’re reading this, you probably aren’t. I’m a nobody. Why are you reading this blog? If you lack the self confidence and need this tutorial blog post, you probably aren’t going to make it, this time around.
But to steal a phrase, IT GETS BETTER.
Keep making games. Keep cranking them out. Your first game might not be a success. Your second might not. Several of my (successful!) friends believe in the “1 in 10″ rule: you have to make ten games to find out which one is the hit.
Angry Birds was Rovio’s 11th iOS game, all the previous were flops. Outside of iOS, Rovio made close to 50 games and barely scraped by before they found their hit.
Be absolutely wary of any success stories. The press likes to latch on to them. You never hear about the dozens of failures.
Me? I’ve made about two dozen games. I bet you’ve heard of around 1. That says something.
Keep trying. You’ll make it. Keep learning, reach out, attend events, participate in groups and forums, and you’ll learn the way to riches.
And if you find it, let me know! I’m still in the woods here! D:


This was a really great article Andy. :) Very inspirational.
sarcasm?
LooooL @ how many beers I bought you? (x100) :D hehehehe :D
Thanks for the heads up, Really good information here… I think I will need to make more games.
“I’m nobody…and if you are reading this blog you are ”’nobodier”’ than me” —> :okay:
Great article, never really knew the ins and outs of flash game sponsorship myself so very informative to me.
@Vladimirsan: I’m a nobody that goes around reading other people’s blogs for helps and tips, so I’m just the same as everyone else here. If you don’t have your OWN blog, I might be one up on you in the blogging world, but not necessarily in the gaming world.
I would normally tell people to expect $0 for their first game. You $600 figure, is that the median of all games? or all first games?
Do sponsors really bid based on google-ability? ive never heard that. Its definitely a good idea to have a unique name though as you can then find your own game on google and see where it is mentioned
I would never advise someone to have a holiday themed game, i doubt it will mean more plays and after the holiday has passed the game is worthless.
I’ve also never consciously targeted an audience, ive never really thought trying to second guess what other people will enjoy is a good way of doing it.
Different approach I guess
Right now I’m making the best game I’ve ever made, and I’m doing it under employment where the actual quality of my work won’t matter much. (And though it guarantees me payment, this project could easily get more on FGL.) Sometimes life likes to play games with you.
@BenOlding: $600 median is only of sponsored games, not counting the 80% that get zero. But yes, odds of your first game making anything is pretty slim.
Several sponsors I’ve talked to said the primary thing they are buying is “google juice.” When a friend tells a friend about an awesome game, they want to be the #1 search result. Considering portals make all their money off of advertising, that’s probably just good business sense there.
I’m not saying make a full-on holiday-themed game; just include santa or snow on the main menu at christmastime. Switch it up a bit. Maybe make special in-game items that only appear on holidays. Things like that, they don’t have to be the core of the game.
As for target-audience, I was talking about what SPONSOR you are targeting with your game-selling campaign; not what consumer you are targeting for game design. That’s a whole other blog post. :) After your game is said and done, and you are ready to put it up for sale, you should be able to list four or five portals that your game would be an EXCELLENT match for.
tbh when christmas comes around ive often thought it might have been fun to code in some santas etc.
I guess with the targeting portals, although ive not consciously done it, i guess my games have just fitted well with a few anyway, so maybe that is a good tip. I like to think though that if a game is good, then it can succeed. Maybe that’s a bit naive
What genres are best for getting sponsorships? I haven’t been able to find data on this, though male-oriented titles seem to do better, and never underestimate the power of zombies in this market.
Check out FlashGameLicense.com, they have quite a bit of data on different genres. I think last I looked, Action games were the best.
Yeah, I took a look, but I didn’t see any actual stats. However, you can see the latest games that got sponsorships.
Thanks for replying.
Go to the FGLOpedia and check the overall game stats. You can organize by time and by category and various other things. It’s good info.
Got it. Thanks!