How do you divide credits between team members?

Say you developed a successful game, which was good in every way… how exactly do you divide the credits (in money or other forms) between team members? Like who gets a higher percentage, or the lower… I remember someone posted here that 90% of the works in the game is the programming… does that mean the programmers get the highest credits here?

I would like to hear opinions from the some experienced game developers…

The share depends on various factors.

Also 90% programming is bs :wink:
Art is just as important and depending on the platform advertisement etc is just as important …

The common way if you do it with friends etc is normally equal shares, with differences only if someone invests serious money to allow fulltime work etc.
if you don’t work with friends, don’t even try it, no reasonable programmer and especially no freelancer will take an offer where you try to pay with “shares of fictive $0”. If you believe it will make money, proof it and pay your workers, if you are not sure on that and thus can’t / don’t want to pay, please don’t waste professional developers time but focus on friends and hobbiest that do it in their sparetime and have no obligation to make money to pay their bills.

As dual programmer and artist let me assure you that 80% of my work is spent doing media, graphics, uv mapping, texturing, painting textures and so on.

It used to be 90% programming back when unity and similar evolved engines didn’t exist. In today’s world most of the work is content work, not programming work. Unless of course you happened to have coded all of unity too, which you didn’t.

There’s no real short cut for art. You can’t just go google a shader. You have to physically draw this stuff :slight_smile:

Having said that, if your game is Boxworld then the programmer should get most of the cash. It’s all about hours put in.

If you both spend 8 hours a day on it then its a 50-50 split.

The programming/content split is really dependent on the game. Although there are more artists available compared to the work needed than programmers and industry pay reflects that.

I’ll third dreamora and hippocoder and say that’s probably not true for most games.

What percentage of your overall budget is spent on programmers vs. artists vs. animators depends on the particulars of your game design, but expect to pay good programmers more per hour than others:

Absolutely. For a programmer with a proven track record and a software engineering degree, there’s no shortage of paying jobs, you get to pick and choose. But I’ll caveat that once the $$$ being offering is in the ballpark, the percentage of sales you offer does matter, as do soft factors (what genre, who else is on the team, what supporting hw and sw is provided, how are the hours, how good is the design, etc.). :slight_smile: