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Posted 27 March 2013 - 01:50 PM
Posted 27 March 2013 - 11:50 PM
Usually, one wants the other party to name a figure first. That's the principle the agency has used, and they've used it on you.
One way you could respond is "I don't know - can you suggest what you think might be fair?" (That way, you try to use that principle in kind.)
What does IAP stand for? "Initial app purchase"? Is that it? Your business model is pay-to-play? On mobile?
You're negotiating a license to [self-publish?] a movie license game, and you didn't go into negotiations with a pre-planned negotiating strategy?
Posted 27 March 2013 - 11:52 PM
By the way, this sounds more like a Business question (since we're talking about licensing and money), so I'm moving this to Business.
Posted 03 April 2013 - 09:54 AM
The agency has asked us to make a suggestion as to how much of a percentage they should receive from revenue from IAP's. Anyone know any examples of how much we should suggest?
Like Tom, I don't know what you mean by IAP.
However, in most big budget video games these days, VO work is done for a flat fee buyout (with some usage restrictions). So there is no "percentage" they would get.
Here is a link to the SAG/Aftra interactive media agreement, which you can use as a jumping off place: http://www.sagaftra.org/production-center/interactive/documents. In the "Production documents" folder, look at "Rate_Sheet_Interactive_8_11.pdf".
Without knowing a) what kind of game you're making (eg big budget or small indy, etc.) and b) what kind of film (likewise, indy or studio-backed) it's tough to give decent business advice.
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Posted 03 April 2013 - 11:44 AM
Here is a link to the SAG/Aftra interactive media agreement
I slap my forehead for not thinking of that!