Revisiting “Should I Incorporate my Canadian Startup in Delaware?”
It seems Canadians are still wrestling with whether to incorporate their startup in Delaware. I wrote about this question back in September 2014 and since then the post has racked up over 1,000 views. Back then, I concluded with this piece of advice, which I still stand by:
Don’t lock yourself into Delaware before you know where your investment comes from. Based upon the cost and complexity of operating a Delaware startup from Canada, I recommend that you incorporate in Canada at the start. Where a future U.S. investor requires you to incorporate in Delaware (or another state) your legal advisors can assist with this transition. Conversely, Canadian investors may prefer to invest in a Canadian company!
Tip: your product/service is important, not the place of incorporation.
Incorporating a Video Game Studio
We represent a number of indie video game studios and are often asked what legal structure should be used when incorporating a video game studio. Fortunately, the legal structure we recommend for most indie video game studios is simple and cost-effective to put in place. [Press Start]
- Incorporate. The studio should be an incorporated company (and not a sole proprietorship, meaning doing business personally). By incorporating you ensure that the company, and not you personally, would be the liable party should legal issues arise in the future. We do not recommend a partnership as the split of a partnership could tie up game IP and prevent release.
- Create one class of Shares. The company should have a simple structure comprised of a single class of common shares without a cap on the number of shares that can be issued (otherwise called an unlimited number of shares). If you are incorporating in the US where an unlimited number of shares is not possible, set a high cap such as 10,000,000 shares.
- Issue a few million shares per founder. Don’t stress about the number of shares to issue – more is better! Issue at least 1 million shares per founder as this avoids fractional shares should you issue shares in the future and looks better visually if you are trying to recruit people to the company. The shares should be purchased for a nominal amount, ex. $0.00001/share. Remember, ownership percentage is what matters and owning 1/10 shares is the same as owning 1,000,000/10,000,000 shares.
- Consider reverse vesting shares. If you are offering shares to a few team members who need to prove their value by, for example, meeting development milestones, then consider reverse vesting the shares issued to those team members. Reverse vested shares are issued to the team member up front but can be forfeit (entirely or in part) if the team member does not meet certain milestones set by the company, such as a time or development milestone. By reverse vesting shares you ensure that the company shareholders have earned their shareholding and, without, someone could walk away and keep their shares!
- Assign IP. The company will be licensing the video game to end-users and, in order to license the game, needs to own the game. By assigning all intellectual property that you have in the game to the company you ensure the company has sufficient rights to license the game.
The above is a simple to understand structure that works for many indie video game studios with a small shareholder base. By starting with a simple structure you can also easily modify the structure in the future should the studio take off and your legal needs shift.
Shameless plug: Voyer Law offers a flat fee legal package just for indie video game studios. Click on legal packages for more information.
Fully-Diluted Calculations
Congratulations, you received a term sheet! While the main terms, such as valuation, are certainly important, there are numerous less noticeable terms that can have just as great an impact. One such term is “fully-diluted”.
What is a fully-diluted calculation?
A fully-diluted calculation assumes that all options, warrants and other rights to acquire stock have been exercised or converted, regardless of whether they are actually vested or exercisable at the time of the offering.
Let’s illustrate the impact of a fully-diluted calculation compared to a funding round without full dilution.
Startup has issued 1,000,000 shares and 100,000 options. None of the options are vested. Investor desires to take 10% interest in the company.
Not fully-diluted: Startup will use the number of issued shares only to calculate the 10% and will issue investor 111,100 shares (representing 10%).
Fully-diluted: Startup will use the total number of issued shares and options to calculate the 10% and issue the investor 122,200 shares. However, since none of the options are vested, and may never vest, investor actually acquired a present-day interest of 10.89%.
While the above example seems benign given the .89% difference, that percentage could be worth a large sum if the company exits in the future. What if you are selling an almost controlling interest in the company, perhaps 23.5%? In that case, a fully-diluted calculation could result in a sale of a 25%+ (and controlling) present-day interest depending on the number of outstanding options etc. In other situations, an investor may request that the entire option pool (even if no options have been granted) be factored into the fully-diluted calculation – in the case of a 12% option pool, this term would have a substantial impact.
In sum: while you may not be able to avoid a fully-diluted calculation in a term sheet, it’s important to understand its impact and to negotiate with that impact in mind.
Top 5 Video Game Studio Legal Mistakes
We represent quite a few video game studios, many of which are indie. Regardless of studio size, we are often called to fix legal mistakes that could easily have been avoided. These legal mistakes frequently fall into one (or all) of the following five categories:
- Don’t forget to incorporate or incorporate too close to the date of launch. Often incorporation is left to the last minute and only happens when Steam or Apple asks for a company name. This is a problem as game intellectual property (IP) must be transferred to the new company at its fair market value, which may be more than nominal (given that it is about to be sold) and could involve complex tax solutions. By incorporating earlier in the development cycle, you can put in place proper agreements so that the company owns game IP from day one.
- Don’t create complex corporate structures with no purpose. If you don’t know why your company has a particular corporate structure, you likely don’t need it. The more complexity, the more likely mistakes will be made in the future when you use a certain structure for a different purpose than originally intended.
- Don’t forget to assign IP to the studio. The company needs to own game IP as, without, it cannot sell the game since it does not own the game in the first place. This can be remedied through employment, contractor or IP assignment agreements.
- Don’t use oral agreements with independent contractors. Use independent contractor agreements to document the studio’s relationship with contractors and to ensure the company owns the contractor’s work.
- Don’t sign publishing agreements without review. Have a lawyer review your publishing agreements as there is often a disconnect between the terms you negotiated and the publishing agreement terms (often unintentionally, given publisher reliance on agreement templates).
By keeping the above in mind, you should be able to structure your studio correctly and save the legal fees otherwise incurred to clean these sorts of mistakes up. For our indie clients, we certainly understand that they would rather put money into development than into legal fees!