GETTING PUBLISHED PART 2: INITIAL
LEGAL ISSUES
By Thomas H. Buscaglia, Esquire
In the beginning...
So, you and a group of your talented friends have
come up with an idea for the best computer game ever.
You have the concept, you have the talent, and you’re
ready to rock. You begin with a really great story line,
amazing 2D renderings from a local artist friend of
yours and you use your substantial talents to transform
these 2D renderings into some of the most awesome 3D
characters and creatures that anyone has ever seen. A
friend of your brother is a hot-shot programmer and he
has done all the programming you need to make your game
go. You even put some really rocking music which you
downloaded off the net into the program. So, now your
demo is all ready to be presented to publishers to land
that development deal you have all worked for, right?
No!
The above scenario my not be very far from the truth
in many start-up development teams. But it is full of
problems that could make it impossible to get the game
to the public. (This article deals with the first two
issues below. The rest will be addressed in future
installments).
The following questions come to mind (Remember -
This is a Lawyer’s mind. So, don’t try this at home!):
What legal entity will the publisher deal with?
Who on the team gets what if the team succeeds?
Who owns the assets in the game?
Are there any problems with the assets that would
prevent the game from being taken to market?
But, of course, you say, "I don’t want to deal with
all that legal mumbo jumbo crap, we can figure it out
later. Let’s just get this demo together so we can make
our killer game." Famous last words! To a publisher (or
a lawyer or businessman) how you address these basic
questions at the beginning of your project reflects on
whether this team is "together" enough to come through
with the finished product. Why? Because, a lack of
realistic planning in the formation of your own team may
reflect a lack of foresight in general which could
result in problems later on in the developer/publisher
relationship. The failure to have dealt with the more
mundane legal issues of forming a company, deciding
shares first and securing Intellectual Property rights
to the game assets may be just a lack of business
experience. But to business heads like publishers there
will be little sympathy.
Publishing is a hard business. And publishers are
hard core businessmen. That means that publishers don’t
even know how to spell sympathy! To them this will just
be considered a lack of understanding and proper
planning on your part. In short, they will think you are
either dumb or lazy, maybe both. At best, a publisher
may merely use this lack of planning to overpower a
rookie developer with BS like the old "standard in the
industry" provisions in the contract negotiations. At
worst, they may trash the project completely because of
a lack of belief in the team’s ability to meet
milestones or because the ownership of the assets is
uncertain. Being naive is not cute or endearing. It is
just naive!
So, here are some basics that will give you an idea
of the things you should take care of on the front end
so they don’t become a hassle initially, or much worse,
later in the process. The first is the formation of a
legal entity -- your company!
BUSINESS MODELS
Please don’t be offended, but game development is a
business. If you want to treat games as "art" then make
them for their own sake and give them away. Maybe, in
the tradition of great artists, your true genius will be
recognized after you’re dead! However, if you
want to make and sell games then, whether you know it or
not, you want to start a business. And you need to think
of yourself, at least in some small part, as a
businessman and act accordingly. Issues like legal
entities (Corporations, Limited Liability Corporations
and Partnerships) provide many useful advantages. Some
regarding taxes and expensing of capital investment,
others like health insurance and even retirement
benefits. But the most important benefit to a corporate
form is the ability to assign specific ownership
interests in customized proportionate amounts.
Sure, in the beginning when everything is all work
and no money, who cares? After all, game development is
based on vision and passion. Great games leap from the
imagination into being, often burning out the few
talented enough to make them a reality. But waiting
until there is a financial benefit to determine who gets
what is a really bad idea. At that point, a falling out
among team members can be potentially catastrophic.
"Don’t worry guys, we are all friends here and if this
game gets sold we’ll all get paid" may sound good at the
beginning, but after some have worked months, while
others have worked only weeks, an even split is
inherently unfair and demoralizing to those who put in
all the hours. Similarly, the key member(s) who
maintains the vision and makes thing happen may deserve
to own the whole company. But if they didn’t bother to
let the other members of the team know that they are not
going to own part of the company they are at least
inadvertently taking advantage of, or at worst
intentionally misleading, their team members. After the
project succeeds is not the time to tell your
team that you own the company and that their hard front
end work only entitles them to a job there. Make this
stuff clear from the beginning and you will avoid real
problems later.
One of my first game related clients was an artist
and itinerant game designer. He learned of me through my
involvement with the online gaming community and came to
me with this problem. He had accepted a position with a
rookie studio and even relocated himself and his wife to
a new city to work on their demo. The project was a demo
based on the Quake engine in a variation on the
movie Starship Troopers, an FPS bug killing
adventure. He spent months working on this project
including doing the textures and skins for the models,
also assisting in the development of the game concept
and design. It was his understanding that, as a
committed member of the team, he owned a part of the
company. Unfortunately, the head of the company thought
otherwise. Did the biz guy intend to take
advantage of the artist? I doubt it. But, he allowed the
artist to operate under a serious misconception of their
deal. And the artist was too busy working to get some
sort of written agreement showing his share of the
equity. Quite simply, everyone was much to busy to deal
with these "mumbo jumbo legal" matters.
Well, as luck would have it this demo (based on
"free" work, unlicensed code and an unlicensed subject
matter) was good enough to win the developer a contract
for an expansion pack for a soon to be released major
FPS. Now, with the development contract in hand, the
artist wanted to know what his share of the company was.
The biz guy turned to him and explained that like
all of the other employees, "You may be able to share in
some of the back-end royalties." Obviously, this is not
the deal that the artist believed he was operating
under. But his understanding of the relationship between
himself and the company was never fully discussed and
certainly never put down in writing and all he had was a
bad taste in his mouth. This was a bad situation for
everyone and resulted in the artist leaving the team and
seeking my counsel. Frankly, the artist may have been
able to successfully sue the developer to claim a share
of the company, but couldn’t afford to.
Fortunately for the developer the game that they
contracted did not relate to any of the original
work that the artist had done for the company. Because
if it had, since none of this was "work for hire" (more
on the "work for hire" concept in the next article) the
artist would have had sufficient intellectual property
rights to kill the project. The only thing that saved
the developer’s bacon was the fact that the publishing
contract they acquired had absolutely nothing to do with
the demo they had made. That, and the fact that the
artist couldn’t afford to sue him into the stone age.
So, all the developer lost was one of the founding
members of the team responsible for him getting that
first development contract in the first place. So much
for team loyalty! Certainly not an ideal way to launch a
developer’s first real deal. It was an unfortunate end
to the relationship for both the developer and the
artist. And all because they did not treat the business
they were in as a business from the beginning! By
the way, the developer went on to complete the
successful Expansion Pack and is now doing its own
titles. Unfortunately, I haven’t heard anything from the
artist in several years.
So, remember, game development is the best business
on earth. You get to do what you love and get paid for
it -- a real blessing. But it is a business and
needs to be treated as such. If you have to, learn this
stuff and do it yourself. If you can, hire a
professional. At the least, make sure everyone has the
same understanding of the "deal" and memorialize it in a
written document so no one can cry foul later!
Next time we’ll take a look at the development
company’s assets. No, not the furniture and computers -
the Intellectual Property that is the essence of the
games we make.
BIO
Tom Buscaglia - Lawyer, Game Industry Evangelist,
Producer, and Hard-core Gamer.
Tom
Buscaglia is an attorney practicing technology law in
Miami, Florida. In addition to obtaining his Law degree
from Georgetown University in 1985, he holds a B.A.
degree in Philosophy from S.U.N.Y., Buffalo, with honors
in Phenomenology and the Philosophy of Law. Tom is a
principal in the law firm T.H. Buscaglia and Associates
in Miami, Florida, where he practices law for a living
and plays computer games and philosophizes on the side.
Tom’s firm’s web site is
www.intelaw.com.
Tom is the Founder and Executive Director of
Games-Florida, a non-profit committed to building the
Computer and Video Game development industry in Florida
by bringing Florida to the Game Development industry and
bringing the Game Development industry to Florida.
www.games-florida.org Tom has been the Chapter
Coordinator for the South Florida Chapter of the IGDA
since its inception several years ago, and is a
moderator for the Business and Legal forum in IGDA web
site, www.igda.org.
Tom is presently working on a chapter entitled
"Effective Developer Contracts" for the upcoming book,
The Secrets of the Game Business. Tom was a
presenter at the Game Developers Conference, in San
Jose, California, on the topic of "The
Phenomenology of Game Design". Tom has been a guest
lecturer at Full Sail in Orlando, Florida, giving a
presentation to the Game Programming students on what to
look for, and look out for, in their first
employment agreement with a developer.
As an independent game producer Tom is president of
BallroomGames, Inc. BallroomGames holds the exclusive
license for the use of the Arthur Murray Dance Studio
name and materials in conjunction with developing a
series of "girl" games based on the exciting world of
Ballroom Dance.
www.ballroomgames.com
As FaTe[F8S] Tom is the founder and Supreme Warlord of
FaTe’s Minions, an online gaming "clan" that has been
competing in various online competitions since January,
1998. www.f8s.com As a
"hard-core" gamer, Tom plays online on a regular basis
and has a gamer's appreciation and understanding of the
game industry.