Assets
Besides video games themselves, Rensa helps monetize the assets used to build them. Users can upload and sell game assets like sprite sheets, textures, 3D models, and more.
The Asset License Tokens (ALTs) generated by these uploads will be able to roll up into Game Licenses Tokens that utilize them. Royalties on sales of games using these assets will then pay creators automatically according to terms established by the smart contract, in real-time.
The platform isn’t limited just to assets for games though. Digital artwork, music, comics, and more can be sold through the Rensa Asset Marketplace, with all payments directly to your digital wallet at the time of sale.
Who is it for?
Content creators can be paid in real-time for direct purchases of their content, and receive instant and transparent royalty payments when it is used in other works.
Game developers who want options on licensing assets to use in their games, ranging from royalty-free items to “free-to-build” items with no upfront payment but higher royalties per game sale.
Users can purchase and freely resell digital content, in contrast to other existing digital distribution platforms.
How does it work?
The asset upload tool is functionally the same as our Game Marketplace, but allows for a wider variety of content to be imported. Assets can be uploaded with the intent of being used as a game component, or as stand-alone content.
In later versions of the tool, we plan to create a “royalty slider.” Content Creators will be able to set their upfront purchase price and subsequent royalty payments for Asset License Tokens along a continuum. This is meant to provide flexibility based on how much funding an Indie Developer may have when building their game.
For example, Developers could buy assets “royalty free” at a higher upfront cost, or could use an asset “free to build” with no upfront cost and higher royalty payment percentages at each game sale. When the uploader sets these two points, the platform will automatically generate a continuum of upfront cost and royalty percentages between them so that a Developer can set their terms asynchronously.