Nilesh Deshmukh

Founder, RAD Worldwide — helping sports and entertainment IPs unlock licensing value in India and emerging markets

Last week, I had a conversation that stuck with me.

I was speaking with an IP holder in the animation space. Talented guy. Owns characters with real heart. And he asked me something that, honestly, caught me off guard.

"Why should I give away my license and only earn an MG and a royalty? Why not just keep the full amount?"

I paused. Not because it was a silly question. Because it was an honest one. And it is a question I think a lot of creators quietly ask themselves but never say out loud.

So I want to answer it properly. No jargon. No sales pitch. Just a straight, honest breakdown of what licensing actually is, why that "smaller slice" is often the smarter slice, and how the right licensing program can do more for your brand than going it alone ever could.

Let's get into it.

Let's clear up the biggest myth first

When you license your IP, you are not giving it away.

You still own it. Every bit of it. The characters, the stories, the world you built. All yours.

Licensing is renting, not selling. You let someone use your IP for a set product, in a set category, in a set territory, for a set period of time. When the deal ends, everything comes back to you. Often more valuable than before.

So the fear behind the question is based on a misunderstanding. Nothing is leaving your hands. You are simply letting your characters go to work in places you could never reach on your own.

Now, about "the full amount"

The "full amount" sounds great. But let's look at what it actually takes to earn it.

Say you want to sell a plush toy of your character and keep every dollar. Here is what you need to do yourself now.

Design the toy. Find a factory. Pay for moulds and samples. Order thousands of units up front. Pay for safety testing and compliance. Store the inventory in a warehouse. Ship it. Pitch it to retail buyers. Fund the marketing. Handle returns and unsold stock. And eat the loss if it does not sell.

That is not a side project. That is a whole second company. With its own capital, its own staff, and its own risk.

So the "full amount" was never really 100%. After all those costs, you might keep very little. And that is only if everything goes right.

The real choice is not "full amount vs. a slice." The real choice is "a clean, low-risk slice vs. a risky, expensive, full-time business you may not even want to run."

The MG is your safety net, not your ceiling

Let's talk about that Minimum Guarantee, because novices often read it the wrong way.

The MG is the money the licensee pays you, no matter what. Even if they sell zero units, you keep it. It is usually non-refundable. In plain terms, it is they putting their money where their mouth is.

A bigger MG means a more serious partner. It means they are betting their own cash on your IP. And that bet pushes them actually to sell, because now their money is on the line too.

Here is the part people miss. The MG is a floor, not a cap. It is an advance against royalties. Once your royalties pass the MG amount, you start earning on top of it. The MG protects your downside. The royalty gives you upside with no limit.

So you are not getting "only" an MG and a royalty. You are getting guaranteed money plus a share that can grow forever.

Royalties: getting paid while you sleep

A royalty is a percentage of sales that flows to you on every unit sold. You do not manufacture anything. You do not ship anything. You do not fund the ads. Yet you get paid every single time the product sells.

That is about as close to passive income as a creator can get. Someone else's factory, someone else's trucks, someone else's marketing budget, all working to send money back to you.

Now multiply that. One licensee in toys. Another in apparel. Another in stationery. Another in publishing. Each one pays you an MG and a royalty. Suddenly, that "small slice" is arriving from twenty different plates.

One character, many doors

This is where licensing gets exciting.

A single character can live in dozens of categories at once. Plush toys. T-shirts. Backpacks. Lunchboxes. Pyjamas. Books. Puzzles. Video games. Snacks. Birthday party supplies. Theme park rides. Live shows.

You could never build all of those yourself. But you can license each one to a specialist who already dominates that space.

The toy company knows toys. The apparel company knows apparel. The snack company knows snacks. You plug your IP into their expertise and collect from all of them.

If you tried to keep "the full amount" in just one category, you would be leaving every other category empty. Licensing lets you fill the whole shelf.

Every product is a tiny billboard

Here is the benefit that creators almost always undervalue. Awareness.

Every licensed product is free advertising for your IP.

A kid wears your character on a t-shirt to school. Twenty other kids see it. A backpack walks through an airport. A lunchbox sits on a cafeteria table. A book sits face out in a shop window. None of that cost you a penny. Yet all of it is marketing your brand to brand-new fans.

Those new fans go and watch your content. More viewers make your IP more valuable. A more valuable IP attracts bigger licensees. Bigger licensees make more products. More products create more awareness. And around it goes.

This is the licensing flywheel. Merchandise does not just earn money. It grows the audience that makes everything else worth more.

The example everyone forgets: Star Wars

Here is my favourite story for this exact question.

Back in 1977, when George Lucas made the first Star Wars, the studio did not think the merchandise was worth much. So Lucas made a deal. He took a lower directing fee in exchange for keeping the merchandising and sequel rights.

The studio thought they got the better end. They were wrong.

Those merchandising rights went on to earn billions. Far more than any directing fee ever could. Lucas chose the "smaller slice" of licensing over the "full amount" of a one-time paycheck. It became one of the smartest business decisions in entertainment history.

That is the whole lesson in one story. The slice that looks smaller today can be worth more than the whole pie tomorrow.

More proof it works

If you still need convincing, look around.

Pokémon is the highest-grossing media franchise in the world. And most of that money does not come from the games or the films. It comes from licensed merchandise. Cards, toys, apparel, and more. The Pokémon Company licenses thousands of products and earns from all of them.

Hello Kitty is even more striking. She started with almost no story at all. No big movie. No epic plot. Sanrio built a massive empire almost entirely through licensing that one character across products. They did not need to be a manufacturer. They needed to be a great licensor.

Peppa Pig began as a small British preschool show. Through smart licensing, it grew into a global brand of toys, clothes, books, and theme parks. It earns far more than the show alone ever could.

Marvel is a powerful lesson, too. Before the big movies, Marvel kept itself alive partly by licensing its characters out. Licensing was a lifeline that helped sustain the company that later became a giant.

Care Bears and Strawberry Shortcake were practically built as licensing properties from day one. The characters existed to live on products, and they thrived.

Even modern digital IP follows the same path. CoComelon went from YouTube videos to a huge toy and merchandise business. Angry Birds went from a phone game to plush, apparel, and even a movie. The pattern repeats because it works.

None of these owners "gave away" their IP. They multiplied it.

Why a program beats a one-off deal

Here is the strategic part, and it matters most.

A single licensing deal is a transaction. A licensing program is a long-term asset.

When you build a real program, you are not just signing random deals. You are choosing the right partners, in the right categories, in the right order. You create a style guide so everything looks consistent. You approve products to protect quality. You line up categories so they support each other instead of competing.

Done well, this builds the value of your brand year after year. Each product reinforces the others. The brand starts to feel bigger, more established, more trusted. And a trusted brand commands higher MGs and better royalty rates over time.

That is the difference between making some money once and building an asset that pays you for decades.

So should you ever do it yourself?

Sometimes, yes. Honesty matters here.

If you have the capital, the team, and real expertise in a specific category, doing it yourself can make sense. Some creators run their own direct-to-consumer shop for a few hero products and license everything else. That can be a smart mix.

But for most IP holders, especially early on, trying to manufacture and sell across every category alone is a fast way to burn cash and focus on the wrong things.

Your superpower is creating the IP. The stories. The characters. The world. That is where your value is born. Licensing lets you stay in your zone of genius while specialists handle the rest.

The bottom line

You are not giving your license away. You are sending it out to earn for yourself.

The MG protects you. The royalty rewards you. The licensee takes the risk and does the heavy lifting. And every product they sell makes your brand bigger and more valuable.

"The full amount" of one product, built and sold by you alone, will almost always be smaller than the combined royalties of many products, built and sold by experts who believe in your IP.

So the question is not "Why should I only earn an MG and a royalty?"

The better question is "How many doors can I open, and how big can I grow this brand?"

That is what licensing is really about. Not giving it away. Multiplying it.

At RAD Worldwide, we will say the thing nobody tells animation creators.

Your show is not the business. Your IP is the business.

The show is the spark that makes people fall in love with your characters. But that love is the asset, not the episodes. And love can live anywhere. On a toy. A t-shirt. A lunchbox. A stage. A game your character has not even appeared in yet.

Here is where we stand.

Animation is the most licensable IP there is. A character needs no subtitles. A child in Manila loves it for the same reason a child in London does. Visual, huggable, collectible, and instantly recognisable. If you own animation IP, you are holding one of the most loved and ownable kinds of IP on earth. Use it.

Merchandise is not selling out. It is survival. Look at the characters that lasted. Almost everyone became a brand, not just a show. A character on a child's bedsheet every night is not a betrayal of your art. It is your art becoming part of someone's childhood.

The content does not pay for itself. The brand does. Animation is expensive, and the streaming cheque rarely covers what the show is truly worth. Content earns once. A brand earns again and again. The licensing program is often what makes the whole creative dream sustainable.

Waiting for the perfect deal is the real risk. Every month your characters are not on shelves is free awareness you will never get back. Fans are loudest when the content is fresh. That is when the products should meet them, not two years later. You do not need to be huge to start. You need to start so you can become huge.

Chase a program, not a payday. One deal is a moment. A program is a machine. The right partners, in the right categories, in the right order. Toys feed awareness. Awareness feeds apparel. Apparel feeds the next season. Built well, it turns one show into a brand that earns for decades.

Your job is love. Let partners do the lifting. Your genius is the characters and the world. Protect that. Then let specialists carry your IP into places you could never reach alone. You keep ownership. You keep control over quality. You simply stop trying to do everything yourself.

So here is our opinion, plainly. You are not a show. You are a brand in waiting. Do not ask how to protect a small thing. Ask how to grow a big one.

That is how a cartoon becomes a classic.

Working through this in your own market?

RAD Worldwide works with sports franchises, global IP holders, and entertainment brands, building licensing strategies in India and emerging markets. If the numbers aren't matching the opportunity, that's usually the right moment for a conversation — not another round of internal planning.

We're taking on new briefs for Q3. We deliberately keep the client list small.

If this issue was insightful, the next one will be too. Licensing Radar lands every week, one signal worth your time, written by someone operating in this market.

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