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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.