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- From: seah@ee.rochester.edu (David Seah)
- Subject: Re: Royalties/Profits
- Message-ID: <1992Dec21.232557.22711@ee.rochester.edu>
- Organization: Univ of Rochester, College of Engineering and Applied Science
- References: <1992Dec21.210345.20236@rose.com>
- Date: Mon, 21 Dec 1992 23:25:57 GMT
- Lines: 65
-
- Warning! Opinions (not industry facts) follow:
-
- In article <1992Dec21.210345.20236@rose.com> colin.buckley@rose.com (colin buckley) writes:
- >Date Entered: 12-21-92 15:54
- >My partner/artist and I recently finished a game and got into an argrument
- >over the split of the profits.
- >[...]
- >My Graphic artist wanted 50% for the basic concept and the graphic
- >work.
-
- If this was your equal partner, then 50% is not unreasonable. I would
- expect him to also accept 50% of the responsibility of distribution and
- support, though.
-
- >Sob story below related to the above, read at own risk...
- >[Game completed, Shock at 50% demanded, 1/2 week of work and original
- > concept. Compared to 3 weeks of programming and minor graphics work
- > plus menial conversion labor, sound, etc. Oh, the troubles of game
- > programmers! The artist doesn't get it.]
-
- Ask yourself if you are paying for time or for the product. If the graphics
- he has done for you is of the quality you want, by all means give him the
- 50%. Frankly, if your game has crappy graphics, you're sunk. Despite
- all the cool things you have done, it really is the visual impact that
- will make the first impression. The lasting impression will be formed
- by the game play, which is your responsibility. If you have both, your
- game has a far better chance at succeeding that one with only half the
- equation. In my estimation as a once active programmer and now active
- computer artist, both the graphics and the coding are equally important.
- These have to be integrated together seemlessly, and it requires effort
- on the part of both artist and programmer.
-
- It may seem unfair that the artist/partner wants 50% for his work. In
- the long run, though, you have the better deal. You can reuse your code
- in future games...this is not a contribution by the artist. You can probably
- use the same game engine three or four times, recouping your development
- effort. The artist can't really reuse his work at risk of damaging his
- reputation (at least I wouldn't). Good art is worth paying for. If you
- can get away with giving him a percentage of the take, that's a deal.
- He could have charged you anywhere from $10 to $15 dollars an hour based
- on an estimation of the difficulty of the work, time requirements, etc
- etc. And that's DIRT CHEAP for this kind of work, especially if the artist
- is good. If he's not, then dump him and use someone else who can deliver
- value to you on the next game. If you use the same game engine, you can
- whip it off pretty fast.
-
- If he's a friend of yours, though, you might be in trouble :-) Spell out
- your expectations next time before you start. If your partner wants
- 50%, he has to earn it in a manner that you BOTH agree on.
-
- >We're offering source as the game is marketed as shareware, and if I wasn't
- >expecting more registrations for the source which I get all profits
- >for, he definately has the better deal.
-
- Again, you can't go off of just time. He has a skill that you lack...you
- have to contract out for it. You have a skill that he obviously doesn't
- have (it's annoying how many artists don't appreciate the work that goes
- into programming). Be thankful that you didn't have to shell out $50 for
- every screen up front. If you have both performed your jobs well, you have
- a good chance of making a few bucks.
- --
- Dave Seah ^..^ | Graduate MSEE, University of Rochester, New York |
- | Apple II Graphics & Sound Forum Consultant, America Online |
-
- [Internet] seah@ee.rochester.edu, AFCDaveS@aol.com [America Online] AFC DaveS
-