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Use Case
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A middleware vendor for game engines provides critical SDKs for networking, physics simulation, and in-game analytics used by game developers of all sizes. The company’s customer base spans solo indie developers creating passion projects, small studios shipping indie titles on mobile and console, mid-size studios producing commercial games, and AAA studios with multi-million-dollar budgets developing across multiple concurrent titles. The vendor’s original single-price licensing model treated all developers identically, creating pricing tension at both ends: indie developers found the cost prohibitively expensive, while studios felt undercharged given the value captured across multiple commercial titles.
The vendor redesigned pricing using NetLicensing to offer clearly differentiated tiers. Indie developers get an affordable per-title entry point; studios pay per additional game; enterprises negotiate custom agreements. This pricing model maximized market coverage—enabling grassroots indie adoption while capturing appropriate value from commercial studios—and significantly reduced software piracy by making legitimate licensing the lower-friction path at every tier.
Under the old flat-rate model, the vendor faced acute business challenges:
Feature-Based + Tiered Licensing — distinct tier templates for indie, studio, and enterprise, with different per-title and per-seat mechanics. Composite Licensing — per-title entitlements bundled with per-seat allocations. A studio license includes permission to use the middleware on one titled game with up to N developer seats; each additional title requires an additional per-title license; adding developers beyond N requires purchasing seat packs.
Tiered Pricing Model:
INDIE TIER:
- $0–5000 annual revenue game
- One active title at a time
- Up to 3 developer seats
- Cost: $99/year
STUDIO TIER:
- Base: $999/year includes 1 title + 5 developer seats
- Additional title: $299/year each
- Additional seat packs (5 seats): $199/year each
ENTERPRISE TIER:
- Custom negotiated: N concurrent titles, M concurrent developer seats
- Volume discounts, SLA guarantees, dedicated support
Product & Module Setup:
INDIE_ANNUAL — 1 title, 3 seats, $99/yearSTUDIO_BASE — 1 title + 5 seats, $999/yearSTUDIO_EXTRA_TITLE — additional title, $299/yearSTUDIO_SEAT_PACK — 5 additional seats, $199/yearENTERPRISE_CUSTOM — negotiated per-customer in Management ConsoleKey Parameters:
titleSlot (count: 1, 2, 3, etc.) to enforce the number of concurrent games.maxDeveloperCount (3, 5, 10, 20, etc.).activeTitle property tracks which game is currently using this license.ASCII Configuration:
Product: GameEngine Middleware
└── Module: Development Access (Multi-Feature)
├── INDIE_ANNUAL (1 title, 3 seats, $99/year)
├── STUDIO_BASE (1 title, 5 seats, $999/year)
├── STUDIO_EXTRA_TITLE ($299/year per title)
├── STUDIO_SEAT_PACK (5 seats, $199/year)
└── ENTERPRISE_CUSTOM (custom terms)
Example: Small Studio License Bundle
└── Licensee: StudioXYZ
├─ License: STUDIO_BASE (1 title "CyberNinja", 5 developers)
├─ License: STUDIO_EXTRA_TITLE ("Lost Eden" — title 2)
└─ License: STUDIO_SEAT_PACK (seats 6–10 for both titles)
Validation Trigger Points:
GET /licensee/{studio_id}/validate to verify the license for this title exists and is active.POST /licensee/{studio_id}/license to register it under an available STUDIO_EXTRA_TITLE license (if applicable).High-Level Flow:
Developer launches game engine with title "CyberNinja"
↓
Engine initialization:
POST /licensee/StudioXYZ/validate
title: "CyberNinja",
action: "validate"
↓
NetLicensing API response:
status: "valid",
licensedTitles: ["CyberNinja", "Lost Eden"],
maxSeats: 10,
activeSeats: 7
↓
Are we licensed for "CyberNinja"? YES
Are we below maxSeats? YES (7 < 10)
↓
Engine loads successfully; middleware functions enabled
↓
Developer wants to start new title "Sky Quest"
↓
Studio admin submits title registration request to vendor
↓
Vendor backend calls:
POST /licensee/StudioXYZ/license
licenseTemplate: STUDIO_EXTRA_TITLE
↓
NetLicensing creates license for "Sky Quest"
↓
Developer updates engine config to title "Sky Quest"
↓
Next engine launch validates → "Sky Quest" now in licensedTitles
Seat Management Flow:
Team grows from 5 to 12 developers
↓
Studio admin opens NetLicensing portal (or vendor dashboard)
↓
Current allocated seats: 5 (STUDIO_BASE) + 5 (STUDIO_SEAT_PACK) = 10
Active developers: 12
↓
Admin purchases additional STUDIO_SEAT_PACK (5 more seats)
↓
New allocated seats: 10 + 5 = 15
↓
On next build validation, developer #11 and #12 are now licensed
Each game studio (or indie developer) is registered as a single NetLicensing Licensee. The Licensee number corresponds to the studio’s account ID in the vendor’s developer portal (e.g., STUDIO_0001 for Studio XYZ, INDIE_0042 for solo developer Alice).
When a studio signs up, they receive an Indie or Studio tier license template assigned to their Licensee. When they develop additional titles, the vendor backend creates additional licenses (STUDIO_EXTRA_TITLE) tied to the same Licensee. Similarly, when they hire more developers, they purchase STUDIO_SEAT_PACK licenses.
For publishers managing sub-studios (e.g., a parent publishing company acquiring three indie studios), the vendor uses a hierarchical Licensee model: the parent publisher is the primary Licensee, and sub-studios are configured as child Licensees. The parent’s commercial license aggregates all sub-studio titles and seats.
Parent Licensee: MegaPublisher
├─ License: ENTERPRISE_CUSTOM (aggregate 10 titles, 100 seats)
└─ Child Licensees (registered sub-studios):
├─ Licensee: InhouseStudio1 (3 titles, 15 seats)
├─ Licensee: AcquiredStudio2 (5 titles, 20 seats)
└─ Licensee: InhouseStudio3 (2 titles, 10 seats)
MegaPublisher tier override: all sub-studios' development
validated against parent's ENTERPRISE_CUSTOM license

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