GameAcquire
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6 min read · asset purchase

The game acquisition transfer perimeter: what belongs in the sale schedule

Turn a vague promise to sell the game into a reconciled schedule of code, content, contracts, infrastructure, data and operational knowledge.

A game is rarely one asset. It is a bundle of source code, build systems, art, audio, narrative, registered and unregistered IP, storefront listings, cloud infrastructure, analytics, communities, contracts, data, devices and human knowledge. The sale schedule should name each category and its exclusions.

For every asset, capture location, owner, evidence, transfer form, consent, credentials owner and verification test. Separate owned materials from permissive open source, commercial middleware, engine licences, commissioned work, user-generated content and platform-owned assets. Flag anything that can only be licensed or recreated.

Completion should be testable: the buyer can build and ship, access dashboards, receive revenue, operate services, update store pages and enforce the acquired brand. A generic phrase such as all assets relating to the game is not a substitute for a reconciled schedule and chain-of-title review.

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