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Mr Special
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Quote Mr Special Replybullet Topic: Question about taking jobs
    Posted: 09 September 2011 at 12:19pm
Okay, so... I communicated with someone for about a week, discussing various things about a game that I was applying for as a pixel artist. The guy said he was the CEO of the company, and in order to be hired, his lead artist would have to approve. I was fine with that, and they actually liked my stuff.

At first, since he'd said the position would be paid, I assumed it meant payment upon delivering the artwork. In actuality, it was a profit share of 7%. Now, I'm pretty rookie, honestly, but 7 seemed kind of low to me for an iOS platform game with no guarantee the game would sell more than 1,000 copies.

So my question is: Is it really worth taking jobs that don't offer any upfront, or paid by sprite/frame, compensation? I'm not greedy, but when I'm putting a great deal of effort into something and using my time to contribute to a project, I think it's perfectly decent to expect some form of pay. Is it wrong to feel that way?

Also, if one does decide to take a profit share project, what would a decent percentage be? Obviously the amount of work contributed to the project must be considered. Is 7% quite low, average, or what? It would be super helpful if someone could enlighten me.

Thanks for reading, and if you have any advice to offer, please share.

And please excuse the wall of text. I had a lot of questions
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Alex Pang
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Quote Alex Pang Replybullet Posted: 09 September 2011 at 12:26pm
Ain't worth it....
And 7% far to low I get deals with 50-60% not 7% lol :P
Btw, always sign contracts they are a blessing ;)
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DawnBringer
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Quote DawnBringer Replybullet Posted: 09 September 2011 at 8:20pm
I estimate that +90% (maybe +99%?) of all profit-share projects fail at some time. 7% is an insult unless you're just providing a few simple resources. If graphics is an important part of the project and you're the only artist you should demand around 50%. If more ppl are involved it will obviously be less. But considering one usually ends up putting in more time/work than first anticipated; 7% (of currently nothing) is just silly.


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Mr Special
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Quote Mr Special Replybullet Posted: 09 September 2011 at 9:57pm
Good to know I wasn't crazy for thinking 7% was pretty ridiculous. I probably would have been happy with even just a third of the profit, considering there didn't seem to be too many ppl working on it. It also seemed like I was to do all or most of the animating, which can be quite time consuming.

@Alex: I was going to request (demand) a contract before any actual work began, but I came to my senses early enough before being screwed into a 7% of currently nothing, as DawnBringer said.

@DawnBringer: I'm still obviously very new to this and, therefore, I'm not familiar with common rates and such. You're probably right about the amount of profit-share projects failing. I presume that professional individuals, who are serious about achieving top quality in their games, are willing to pay at least something for the art, before the game's release. Indeed 7% is insulting when creating most of the graphics.

Based on what you guys have said, it's obvious that the project is better off without me. It's good that I now have an idea of what to expect for profit-share projects, in case I ever do work on one. Thank you both for your replies. They've been very helpful.

Edited by Mr Special - 09 September 2011 at 10:03pm
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