#Studio Contracting

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pale talon
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For example, our regular contract states we keep the IP until the final payment. And in the rare circumstance we take a revshare, it's a share of the IP as well (otherwise we have no way to ensure the game sells enough for us to recoup that cost)

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Also, going down that path, be prepared to provide a deposit, to be scheduled when they have time to start it, etc. There are two types of studios too, ours takes an entire project and shows slices. Others provide hourly workers. You get more finite low level control in the second one, but take on more risk as it's kind of on you to make that hourly hire team successful

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Its usually

  • slowest / cheapest / most work, to do it in house. Roughly 1.0x dev cost
  • little faster / more expensive / fair work, to do it with hourly freelancers. Roughly 1.5x dev cost
  • fastest / most expensive / least effort with a studio. Roughly 2.0x dev cost.

Exact costs and advantages depend on the specifics though. We do all our mocap, voice actors, music, 3D and NPC designs in-house. So we can really bring a client vision to focus - but all that workpower comes at a cost.

Different studios have policies and different levels of involvement.

The more control you need, changes what kind of team you want to build and work with.