Does my idea have potential?
I want to license my idea
I want to manufacture
I need graphic design
I need a website
My toy or game needs help
I need a prototype
 


Rehtmeyer Inc. offers a "turn-key" product development through project management, manufacturing and distribution solution for companies of all sizes. With emphasis on researched based- new product opportunities, product innovation and "wow appeal", Rehtmeyer provides both a dynamic and cost effective solution for the toy and consumer product industry.

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QotW Archive:  1 - 5 6 - 10 11 - 15 16 - 20 21 - 25 26 - 30 31 - 35 36 - 39



  QOTW 1
If agents will review and work with a "rough" prototype, does that mean that I don't need a patent at this stage since my prototype is not the final engineered product?
 
Patents are an interesting topic as they do indeed "hold your space" and rights (unless contested) based on specific information based on the claims of your patent. However, they are costly to execute and according to our friends at the U.S. patent office, fewer than 2% of all patent applications are actually brought to market. Remember that a patent is only holding your rights so you can enforce your rights should you have an issue of infringement. That means you need to be prepared to fight for your rights in court-- another costly endeavor. However, patents do offer value in that you (at least temporarily) can "hold claims" and rights to certain technology, uses, formulas, etc. and having this can be a selling or licensing asset. If you are strictly looking to license your idea (not self produce), you need to think about your position on patents. Most toy companies will pay for patents on items they wish to license while still maintaining them in the inventor's name. Also note that any changes you make to your product will require re-filing a new application. As a result, we typically don't recommend early stage inventors get patents. Our suggestion is to first check into feasibility and marketability of the project prior to spending lots of money you may never recoup.

 

  QOTW 2
I'm interested in self producing my product, but how do I go about marketing it and how can I compete with large companies marketing their products to the same retailers?
 
The key to establishing yourself as a recognized entity in the toy world is simply to exploit every advantage available to you. The advantages you have as an inventor/entrepreneur over a large retailer are your passion and drive. You can be far less rigid in how, as well as where, you market your product. Large manufacturers just can't move very quickly, nor will devote a huge amount of effort to launch a single product where you as the inventor and entrepreneur can and will.Never underestimate the power of guerilla or grassroots marketing campaigns. To afford yourself the best shot at recognition as a toy industry player you have to sell yourself and your product to anyone and everyone who will listen. Participate in unique promotions and maintain a pure focus on your one product or product line. Consider marketing your product in unusual or niche heavy markets where the larger companies fear to tread. Seek unique outlets and retailers that target your audience but fall outside of the traditional "toy" retailer model. Music stores, clothing shops, trendy shops, fashion jewelry, food stores, and theme parks are all viable outlets to get your product in the hands of the consumer.Think about marketing your product as a customized premium or promotion in a corporate product campaign.Think about adding a known brand, image, license or character property for recognition and market enhancement.Most of all set reasonable goals for yourself and your product. Be confident in your product and don't aspire to Hasbro or Mattel status overnight. With focus, effort and a little confidence anything is possible.

 

  QOTW 3
How should I prepare my graphics and artwork for production?
 
There are several very important items that you must keep in mind if you want to create your own graphics and packaging for your product or game. First, all artwork must be made to "print resolution" which is at least 300 dpi (dots per inch). Most graphics that you see on a website are made to "screen resolution" which is 72 dpi. That is why when you print a web page on your home printer, they don't look as nice as they do on screen. By creating your artwork to 300 dpi, it ensures that you will have crisp, clean, and colorful artwork.

Second, all artwork should be in Adobe Photoshop™ or Adobe Illustrator™ format and saved as an .eps file. These are industry standards that both designers and factories use every day.

Third, your artwork needs to have a "bleed" which means that nothing important (text or graphic image) should sit on the edge of the artwork because the manufacturing machinery is accurate only to 1/8 inch.

This may seem to be very complicated, but if you're working with a professional, none of these should be a big surprise to him or her.

 

  QOTW 4
So I've decided to submit my toy concept to Rehtmeyer Design & Licensing for a License and Market Opinion. What should I send?
 
There are several very important items that you must keep in mind if you want to create your own graphics and packaging for your product or game. First, all artwork must be made to "print resolution" which is at least 300 dpi (dots per inch). Most graphics that you see on a website are made to "screen resolution" which is 72 dpi. That is why when you print a web page on your home printer, they don't look as nice as they do on screen. By creating your artwork to 300 dpi, it ensures that you will have crisp, clean, and colorful artwork.

Second, all artwork should be in Adobe Photoshop™ or Adobe Illustrator™ format and saved as an .eps file. These are industry standards that both designers and factories use every day.

Third, your artwork needs to have a "bleed" which means that nothing important (text or graphic image) should sit on the edge of the artwork because the manufacturing machinery is accurate only to 1/8 inch.

This may seem to be very complicated, but if you're working with a professional, none of these should be a big surprise to him or her.

 

  QOTW 5
What's a UPC code? Do I need one for my self-produced toy or game? How and where can I get one?
 

You've undoubtedly seen hundreds of thousands of UPC's as they appear on practically every product that you purchase from a retail store from magazines to cans of beans. The UPC (Uniform Product Code) consists of a symbol made of patterns of black and white bars with numbers at the bottom of the symbol.

The numbers are encoded in the symbol and uniquely identify the product. These symbols are scanned by equipment in retail stores such as electronic cash registers and are used in conjunction with computer systems to track sales and order products.

If you're going to sell your self-produced toy or game in stores, you need a UPC code. Retailers insist on them not only to track their inventory, but also identify your specific product among thousands they may stock. This benefits you as it makes reordering your toy or game that much easier.

It's very simple to get one too. Just go to the Uniform Code Council's web site http://www.uc-council.org/ and click on the blue button near the top of the page "I Need a U.P.C. Bar Code!" You will have to join the UCC, but it's a simple and fast process. Don't self-produce without one.

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