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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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vash999

Need advice for Programmer about to pay for freelance pixel art

8 posts in this topic

Hello 
I am a programmer who wants to start making a new game, that will be commercial when finished, 
getting help with the graphics from freelance pixel artists, and the music from freelance musician, etc..
 
My question is about the copyright of the art or the music, to whom these rights of the pixel art or music belongs, to me?, to my freelance employee, to both?, can i use
the art of the freelance employee for my commercial use?
 
I need to put him/her on the credits?, i have to pay him/her something for use the resource in a commercial game?
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exkyo,

You need to pay your artist enough that he's willing to sign over his rights in the art to you, and you need to get that in writing (a work for hire contract). 

You should get an attorney to draft the contract for you, and you need to learn the meanings of "work for hire," "copyright," and "moral rights (droit moral)", at the very least.

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I have another problem that maybe you can guide me, i am from Uruguay and i dont know, if here we have an attorney for videogame, to make draft contracts or other stuff, what can i do?, can i hire an attorney online to make this draft contract and use it multiple times?

 

 

i am editing this answer a little more:
i dont want to pay to someone for an art, and when i start selling the game get a response from this person saying "i doesnt allow you to use my work this way, i will sue you", i want to avoid that cases.
Edited by ExKyo87
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can i hire an attorney online to make this draft contract and use it multiple times?

 

Yes. There are attorney links in a sticky post atop this forum.

Edited by Tom Sloper
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i dont want to pay to someone for an art, and when i start selling the game get a response from this person saying "i doesnt allow you to use my work this way, i will sue you", i want to avoid that cases.

 

Write a good contract.  It won't guarantee that you won't get sued, but it'll greatly improve your risk.

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You need to pay your artist enough that he's willing to sign over his rights in the art to you,

 

Since you also talked about music...

It is not necessary to find someone who is willing to sign their music rights over to you, but you do need a written agreement.

That agreement can say either

A) I (the musician) will sign my rights to the music over to you as a "Work for Hire" contract

OR

B) I (the musician)  will keep my rights, but will sign a license agreement that lets you use my music in your game.

 

B will generally be much cheaper than A (because the musician keeps the rights to the music).

 

It can get more complicated of course, but those are the broad brush choices.

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You need to pay your artist enough that he's willing to sign over his rights in the art to you,

 

Since you also talked about music...

It is not necessary to find someone who is willing to sign their music rights over to you, but you do need a written agreement.

That agreement can say either

A) I (the musician) will sign my rights to the music over to you as a "Work for Hire" contract

OR

B) I (the musician)  will keep my rights, but will sign a license agreement that lets you use my music in your game.

 

B will generally be much cheaper than A (because the musician keeps the rights to the music).

 

It can get more complicated of course, but those are the broad brush choices.

 

Is "B" what we call exploitation rights?

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i dont want to pay to someone for an art, and when i start selling the game get a response from this person saying "i doesnt allow you to use my work this way, i will sue you", i want to avoid that cases.

 

That's the whole point of "work for hire": it isn't his work (i.e. he doesn't have copyright) because he agreed to work on your project, assigning the copyright of whatever he makes while working on your project to you. The contract needs to define and state clearly what transfer of copyright takes place to avoid the exact scenario you are already worrying about, and that's why you need a lawyer.

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