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What's the Business Model of Progma?
We started off an annual license, which is like, you know, a certain dollar figure a year. The reason why we did that was because game development cycles are fairly long. And interfacing with ta studio for, let's say, like five years, and then having sort of a consumption only model didn't seem to make a lot of sense. On the variable side, we've thought about looking at royalty. We've looked at a user metric that's tied to the variable rite. There's prose and cons to every single one of these models.