A game is a capitalised build — months of development you can capitalise as an asset and amortise over its life, not expense in one hit. NetSuite Fixed Assets Management runs that register and those schedules automatically, so you can set each game's amortised build cost against the revenue it earns — real ROI per title — alongside the servers, kit and leases every operator still carries.
Fixed Assets Management tracks every asset from acquisition to disposal, calculates depreciation automatically and posts straight to the ledger. (Requires NetSuite Advanced Financial Management.)
Capitalise internal game-development cost as an asset rather than expensing it up front, and track each title from build through to retirement.
Automatic depreciation and amortisation on standard or custom schedules — per game, per asset — applied consistently with a full audit trail.
Set a game's capitalised build cost and amortisation beside the revenue it generates, and you have true ROI per title — not just operating margin.
One register for every asset — games, servers, data-centre hardware, retail equipment — from purchase through transfer to retirement or disposal.
Record leased-asset values and duration, track lease liability and amortise lease expense automatically — compliant lease accounting on the balance sheet.
With Multi-Book, run different depreciation methods per book — book-specific schedules for tax and for financial reporting, posted concurrently.
Building a game is months of development effort, and under the right accounting policy that cost isn't expensed the moment it's spent — it's capitalised as a development asset and amortised over the title's useful life. The problem is that most studios track this in spreadsheets, if at all, so they never really know a game's full capitalised cost or how its amortisation is running. That's a fixed-asset problem, and it's exactly what Fixed Assets Management is built to handle — the register, the methods, the schedules, the postings.
Here's why it matters commercially. Put each game's capitalised cost and ongoing amortisation next to the revenue that title earns — and the engine already produces revenue by game — and you can finally answer which games actually paid back their development and which never will. That folds the build cost into profitability by game, so the margin you steer on is the real one, dev cost included. It's the difference between "this game makes money this month" and "this game has earned back what it cost to make."
It isn't only games. Operators run servers and data-centre hardware, retail and betting-shop equipment, office fit-outs and a stack of leases. Fixed Assets Management keeps the whole register, handles lease accounting under ASC 842 / IFRS 16, posts depreciation and lease expense straight to the general ledger, and speeds the close by removing the manual journals. Run it with multi-book and the same asset depreciates one way for tax and another for IFRS, concurrently — no second schedule to maintain by hand.
A short call on how you capitalise game development today and whether you can see amortised cost against revenue per title. We'll show fixed-asset and depreciation-by-game on NetSuite.
Independent, objective advice. We reply within one business day.