I've found some freelance jobs on the Internet of people willing to pay (not much) for models that I build for them. However, they want all rights for the characters signed over to them. Is this something I should avoid or is it just the way it usually is whether you freelancing or working for a company.
thanks....
Replies
Also any work you do, get a written contract signed by all parties involved.
Get the terms of your work in writing:
Exact definition of deliverables include file formats and the manner of delivery.
Note: if you work from their concept art, you may have less say in what you can do with the art if everything falls apart ... i.e.; those were their concepts you constructed.
Specify that assignment of rights in the art is contingent on payment for the work. No payment, no assignment of copyright.
Rights reversion. In the event the publisher does not publish, ask that rights in your work revert to you.
Specify that your name must appear in game credits. Provide a correct spelling. Define how your work will be credited (artist, modeler, texture painter, concept artist, etc.). I once designed a computer game that was published by Epyx back in the 80s. My credit was for "theme." Later on, websites documenting the game assumed I wrote the music.
Payment should be based on something you both can measure (piecework is typically the best route).
Payment schedule. Define exactly what you have to do to be paid. If possible, break up payments into smaller deliverable stages. One of my better clients paid me installments for milestones in the project ... contracting signing ... first sketch ... completion of the project. Better to get partial payments from a client then to do all the work and never get paid (been there, done that, should have known better).
No payment on publication or with copies. Let's all be professionals. Professionals are paid when they do the work and with money ... not when the product ships and not with product.
Absolutely require that you can use pieces as samples in your portfolio even before the game ships. Be willing to concede that you can't put said work into a public venue (like a publicly accessible website) without their permission in writing.
Thanks fellas, Mr. Jaquay it was nice to hear from you. Actually the party I was going to submit work to laid things out exactly the way you said as far as the payment
routine, everything, very professional. So they sound like a legimate company to do business with.
I thank you again
todd
www.todd3d.com
-R
Unless you have worked with the company before and can thrust them never send them any models or textures before you get that check. Just like slayer said.
And ofcause when you got that check the "stuff" becomes intellectual property of the company.
Make sure you get all this stuff down in the contract and dont be afraid to add your own clauses if you feel it is needed.
/Palm