Incorporation: $500 (Varies by location, does not include attorney fee) Equipment (per workstation) at least $800 per PC (that's not high-end stuff, just good enough for the job)
Full Answer
Independent Contractor/Work-for-hire Agreement $550. An independent contractor agreement for your game development project. I'll draft you a template with multiple versions set up for different payment structures for the contractor, as requested (hourly rate, flat fee, royalty share, etc.) Video Game Publishing Agreement $1,200.
Jul 31, 2014 · Breakdown of costs. Initial costs: Incorporation: $500 (Varies by location, does not include attorney fee) Equipment (per workstation) at …
Aug 04, 2014 · From initial incorporation ($500, excluding lawyer costs) to equipment ($3,120 per person, including $800 per PC) and salaries (roughly $3,250 per person), running a relatively small studio is a cash-drain, even before you throw in legal and accounting fees, advertising, and the cost of attending conferences. Boucher-Vidal managed to minimize some of these costs by …
Apr 13, 2016 · Forming a legal entity separate from yourself is one of the most important things you can do as a new indie studio. There are a number of reasons for this, including: Limiting your personal liability and shielding your personal assets from the company’s debts. Creating a transferable business that you can potentially sell for a profit in the ...
Many studios start with everyone working from their home, which saves a lot of cash on rent, insurances, hardware, etc. To be honest I would recommend for most studios to have the whole team work in the same physical space as much as possible, even if it means using someone's home as headquarters.
Being at the helm of a game company is exhilarating. It is also nerve wracking. Given the very high attachment a developer has to his project, the emotional roller coaster can be nearly unbearable at times. The pressure makes you feel like glass about to crack at any moment.
Indie games are different. They’re different than other businesses: But just because there are many differences in the realities of the indie game business, there are a ton of things that are exactly the same. In fact, most businesses have many things in common. Most businesses fail.
As with most creative businesses, figuring out whether the audience wants your game or not is extremely difficult for indie game developers. It’s a hit-driven business, which means that there’s usually some kind of creative “spark” that draws audiences in.
In 42 percent of the contracts Voyer looked at, the publisher took all of the revenue until it made the advance back. Averages can be deceiving: A $318,000 average advance doesn't show you that some indie publishing deals involve no advance at all, while others involve millions of dollars.
Recoupment means that the publisher takes all or an extra portion of the revenue until it makes back the advance. In many recoupment schemes, both the publisher and the developer get some portion of the revenue as soon as the game goes on sale.
By a "good" publishing contract, I mean one that roughly matches the favorable terms some other indie developers are getting. Any contract could be more favorable to the developer, and maybe they all should be, but this is the average indie game publishing deal that Voyer worked out based on the 30 contracts he analyzed: 1 The developer gets a $318,000 advance from the publisher to spend developing the game. (This is an average, and depends on the nature of the developer and the project, not just the quality of the contract.) 2 The advance is paid out in pieces as the developer meets milestones set by the publisher. For example, a milestone might be the completion of an alpha build. Ideally, the developer has negotiated to make sure the milestones are clearly worded. 3 When the game is ready to release, the publisher sets the game's price, but the developer has a say in how soon it can be discounted or bundled. 4 While the publisher is recouping the $318,000 advance, 60 percent of the game revenue goes to the publisher, and 40 percent to the game developer. After the advance has been recouped, the revenue sharing swaps. 60 percent goes to the developer, and 40 percent to the publisher. 5 The developer retains ownership of the game's intellectual property (the copyrights and trademarks). 6 The publishing agreement lasts around 6.5 years.
Epic Games presents itself as developer-friendly, and so when it announced a new publishing wing earlier this year, it proudly shared the terms of its contracts. Epic will fully fund development of the games it publishes, and once it recoups that funding, will share at least 50 percent of the revenue with the developer.
If you don't know, you're putting all of the power in the publisher's hands. While the publisher has a vested interest in your game doing well, sometimes they just want to cut their losses. This results in them sending your game out to die, without the appropriate promotion.
They're interested in your game for a reason - because they think you, your studio, and your game have value, and they believe that money can be made together.
Publishers will almost certainly fight back against this, particularly when they're funding development of the game. However, modern-day publishers (particularly indie pubs) are more open to allowing you to retain those IP rights to your game. They may want a few concessions, though:
Often, developers want a publisher to handle all of the marketing for a game. It's one of a publisher's strengths. Presumably, they have experience in the marketing of game titles, have a built-in audience they can reach, and know what to do to get consumers to buy. Many new developers don't have this knowledge or existing fan base, ...
The tools and tech should be carved out from any grant of rights, whether the publisher is owning or just licensing the game. As a distinct piece of intellectual property, you can decide the scope of the publisher's use of your tools and tech.
For a game developer, working with a publisher can be a huge opportunity. You can take advantage of their resources, marketing reach, and development know-how to get your game out the door and have a chance at success. However, there is a huge power imbalance between developer and publisher in negotiating the publishing agreement .
I've made some textured spaceships you can use in any of your projects for free!
I just released my first "real" game to itch. I'm happy with how it turned out, and I learned a couple of really important lessons. The game is available here. The lessons I learned are as follows:
So you’re taking your shot at a job in the video game Industry as a UI UX Designer. You’ve got a portfolio (kinda), a resume (ish) and more than enough furlonged freetime to apply to dozens of game companies the world over. But… What if the worst thing in the world happens and you don’t get a rejection letter?