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I'm not well versed in the business side of things so I want to ask : Isn't fixed cost contracts considered usually a bad idea in creative-technical endeavors?
by ClimaxGravely 3y ago
I'm not well versed in the business side of things so I want to ask : Isn't fixed cost contracts considered usually a bad idea in creative-technical endeavors?
I spent about 10 years or so working in AAA games and I found that I had to work in a way that was essentially anticipating major changes. Essentially a totally different approach to programming compared to the other programming jobs I've had (robotics/finance/academic).
Many games I've worked on, the shipped product is completely different from the initial prototype that was sold.
My understanding was generally you get into a contract with a publisher and have a payment schedule every N months. At each checkpoint the publisher can assess whether they want to continue with the contract or let it go.
I can't imagine this kind of project ever working with a fixed-cost contract. Extreme change is the norm when you have creatives at the helm of the project.
- LapsangGuzzler 3y ago> Isn't fixed cost contracts considered usually a bad idea in creative-technical endeavors? Yes, but Marvel is one of the largest (if not the largest) buyers of VFX work in Hollywood and is known for keeping a list of studios they will and won’t work with, which gives them favorable terms with the VFX houses.
- rperez333 3y agoScott Ross, founder and former CEO of Digital Domain, spoke for years about this. The issue is there are just a handful of film studios capable of keeping a large VFX facility busy, so they have a lot of leverage when negotiating contracts and setting prices. Because that part of the film process can run offshore, VFX studios find themselves fighting for these contracts and/or accepting unadvantegeous terms. I remember him saying that film studios can strong arm a VFX facility to open in a place under heavy tax breaks, and they are expected to 'forward' the cost savings. https://vimeo.com/66487005 https://vimeo.com/66487005
- ClimaxGravely 3y agoThanks for the info. That sounds like quite a rough situation. I guess games aren't really an analog despite being one of those creative/technical industries.
- P_I_Staker 3y agoI don't think it's a problem if the requirements are clear, the artist knows how much a work like it takes, and it's understood that it will be delivered as is; there might be some room for input from the customer, and some rework negotiated in, but you're not putting in unexpected new work. The scope doesn't change. When a product has been completed, with all negotiated re-work, the final bill is due, or you pay for more work. Intellectual property transfers after final payment. It doesn't have to be this hard.