Marketplace
The Ekza marketplace should be a product layer on top of the protocol, not the whole project.
Its job is to help creators publish game-ready assets and help developers find, license, and integrate them.
Marketplace Goals
- Publish assets with metadata and passports.
- Mint or link NFT-backed ownership.
- Sell or license usage rights.
- Show creator, license, compatibility, and lineage.
- Support royalty or profit-sharing settings.
- Let developers move from discovery to SDK integration.
Listing Model
A marketplace listing should reference:
- asset passport;
- owner or creator;
- price;
- license terms;
- supported engines;
- preview media;
- model manifest;
- optional release vault;
- optional royalty split.
Example:
{
"schema": "ekza.marketplace.listing.v1",
"assetPassport": "ipfs://bafy.../passport.json",
"seller": "PUBLIC_KEY",
"price": {
"currency": "SOL",
"amountLamports": 100000000
},
"license": {
"kind": "commercial-game-use",
"uri": "ipfs://bafy.../license.md"
},
"compatibility": ["bevy", "unity", "threejs"],
"royaltyBps": 500
}
Marketplace Is Not
The marketplace should not reduce Ekza to:
- generic NFT trading;
- JPEG collection minting;
- speculative-only asset flips;
- a disconnected store with no SDK integration.
The marketplace should make the protocol useful for creators and game teams.
Product Pages
Each asset page should answer:
- What is this asset?
- Can I use it in my game?
- What license applies?
- Who created it?
- Which files are included?
- Which engines are supported?
- What is the on-chain passport?
- How do I integrate it?
Future Work
- Primary sales.
- Secondary sales.
- License checkout.
- Creator profiles.
- Studio accounts.
- Bundle listings.
- Revenue dashboards.
- Game-specific asset collections.