Agreeing to Terms

Hi,

I have found an artist that wants to work on my game with me, now I’m trying to determine what would be a fair deal, the idea is mine, the code is mine, levels are mine …etc. He we’ll be adding the artwork, how would you handle this? I am interested in striking a fair deal.

Would you opt for him having a percentage of the final game profits or a rate/dollar value for what he produces? If he will only agree to a percentage what do you think would be a fair percentage?

I deem the art work to be on the same level as Cut the Rope, maybe not as polished, but same general complexity…

Thanks,

Vanz

That depends on what he wants and what you want, actually. Do you want to give him the option for a share?
If so - estimate what the game will make and calculate out a percentage of that, I’d say. I actually have never worked for a percentage share so that is only a guess. Someone with more experience might want to comment further on that.

If it’s a fixed price you’ll have to settle with him on whether he wants to work on a time basis (writes up the hours he worls and gives you the price in the end) or on a fixed price for the whole shabang. The larger the project the more you’ll probably gravitate towards the fixed package price.
Again - here it depends on how much it actually will be in the end and how much he actually has to do. Does he have to create the whole designs from start to finish - make up a style for the entire game? Are there references already?

No matter what you do you should have a good look at your budget and try to figure out how much you are willing to pay.

Also - and that part is really important - if you’ve never worked with him/her: work on one or two smaller items and things first to see if the two of you actually fit togwther in a working team! Don’t give away a complete project before you know whether you fit together or not. I cannot stress this enough! Test your chemistry and communications compatiblility. It will make the whole thing easier for the two of you. One way our another.

This really isnt the section of the forums to be posting this… your not here advertising a paid job offer… Move this over to Collaboration or General discussion

He would like a percentage of the final profits, for someone doing just the artwork but all the artwork, what would you deem is a reasonable percentage (10%, 40%)? Use Cut the Rope as a template to determine the amount and value of the artwork with respect to the final finished product. I still need to find someone for sound/music…

Thanks,

Vanz

Vanz is asking for advice on situation he/she is in, which fits perfectly in the gossip section.

Offering a rate/dollar value for the work produced sounds unfair to me. So the artist will only get paid for the hours they worked on it IF the game makes money? If I was the artist I would rather work for a rate/dollar value on a project that was paying upfront, regardless on the success of the game.

I’d say it’s much better to offer a % share of the profits. A fair way to work this out is to determine the hours you spent x your hourly rate + any assets purchased. Then get the artist to provide an hourly rate, multiply that by the number of hours they work, then compare the two against the total to get a % figure.

I’d say the default should be a 50/50 split. The fact that the idea is yours means you should be giving a HIGHER percentage, they are helping you make something that you want to make and very likely they wont get a return that is anywhere near the amount they would get if paid an hourly rate.

Reasons you might reduce the share

  • If you have put in the extra miles (tested design with many users, analytics, A/B testing capabilties, IAP design, etc) maybe you might reduce the share (maybe 25%-75%).

  • If you really think the game is going to be a big success then pay for some of the work up front for a reduced share, or contracually agree to pay a fixed amount after release even if the game doens’t sell.

  • If everything is built and 99% working you might reduce the share given that there is less risk on the artists side (they know the game is ready).

  • If you have released other successful games.

Good advice, thanks JohnnyA…

I believe this topic was originally in the paid section :slight_smile:

50-50 split when you’ve done the majority of the work? seems insane to me. That’s 50-50 split on all platforms or just this one? what about the logistics of being legally entitled to provide income reports? what about tax? what about everything? where possible it is always better to just pay the artist up front and own the product outright. Thats how we generally like to work. Art budget doesn’t seem too big really. You can always learn and fill in the gaps in the artwork.

There’s also no shortage of artists.

If paying up front is an option then take it. But if you can’t then you are effectively asking the artist to make a speculative investment in your game. Investors in this situation generally get a much higher percentage than their raw contribution would suggest because they are taking a risk.

The logistics of the arrangement are a separate concern: yes you will need to get a contract detailing the arrangement written, and in it you will need to work out how these costs are handled. My experience would suggest that royalties are paid on net revenue minus approved expenses pre-tax (approved expenses might cover book keeping, establishment fees, or any other mutually agreed expense). Royalty payments would be deducted from income as with any other expense. However that’s for the parties involved and their accounts/lawyers to sort out.

There is a shortage of good artists and original, likable intellectual property. You have to see his work and see if he actually produced it and if it’s really special you’ll know it.

If the ideals are yours and he does an excellent job creating characters (and maybe the game art environment too) that is special enough to be intellectual property then 50% - 50% is a fair deal.

You two aren’t some big corporation where some ‘ideal guys’ pitch ideals and they have the money to hire seasoned artists to produce several ‘takes’ on these ideals.