What's useful
- Game code with its history, plus tools and pipelines.
- Gameplay footage: playtests, captures and recorded sessions.
- Design documents and production records.
- Bug databases linked to the fixes that resolved them.
What qualifies
The listing is for game studios of roughly 10 to 500 employees with games they've shipped.
What to check first
- Publisher agreements. On published titles, the publisher may own the game IP, or have rights over code and assets. Self-published games are usually simpler.
- Engine licences. Engine source code (Unreal, Unity and others) belongs to the engine maker and can't be redistributed. Your own game code built on top usually can, subject to the engine's terms.
- Licensed content. Music, voice performances, motion capture and middleware come with their own licences and performers' agreements, which may not cover this use.
- Player data. Telemetry and recorded sessions can contain personal data, including children's. Treat it with care.
What it's worth
Mercor lists potential company earnings of $100kâ$1M for game studios, depending on what's in scope. That is Mercor's own figure, not a promise or guarantee from us.
What about cancelled games?
Unreleased projects can be useful too, provided you own them outright.
Can footage include licensed music?
Usually not without the rights holders' agreement. Footage may need the music track removed.