Contracting audio designers and directors lets developers and publishers get all the quality of professionals at less expense -- we look inside the crucial game audio contract for both sides.
Audio
has always been a huge part of the storytelling and fun factor for games. No
matter what platform or how much technology is poured into a game, there will
always be a need for composers, musicians, sound designers, voice actors and
audio engineers to help create the content that immerses players in a unique
and entertaining world.
Some audio
directors and sound designers work in-house for developers and publishers.
Others provide their services on a project-by-project basis for a variety of
clients on a contract basis. By contracting audio professionals (the way the
film and television industries have done for decades), developers and
publishers can get high quality work without the expense of hiring full time employees
and equipping full-blown recording studios. There are advantages and
disadvantages to both ways of acquiring audio for a game. But in this feature
we are going to focus on the bond that ties the professional audio contractor
to a project -- the Audio Contract.
The Contract Itself
The Anatomy of a Contract
The
legal contract defines who, what, where, how, when and why. Everything needs to
be spelled out in this document to ensure a win-win situation. Although
there are variations, depending on who wrote it and the scope of the work,
contracts include the following:
Who the agreement involves. The business name and representative of the
contractor (or simply the name of the contractor if they do not have a business
license); the business name and representative of the company hiring the
contractor; and the addresses of each.
Services. An overview of the services the contractor will
provide (often with reference to specific schedules later in the contract).
Also typically defines what rights the company has with regard to retaining the
contractor's services.A detailed list of specific services is typically
defined in a "Schedule" at the end of the contract.
Ownership.Defines who will own the work when it is
completed.
Compensation and Payment. An overview of how the contractor will be
paid and the rights retained by the company. Specific sums and dates are often
defined in another "Schedule" at the end of the contract.
Warranties and Indemnity. Defines the legal issues with regard to the
contractor's capacity to enter into the contract, ability to transfer
intellectual property (IP) rights, and duty to obey all applicable laws. The
parties also define respective responsibilities if something goes wrong.
Default/Termination.Defines how the contract can be
terminated.
Confidentiality.Defines how the contractor deals with
information that is proprietary to the company.
Notices.Defines how the contract can be changed.
Independent Contractor/No Partnership.Reiterates that the contractor is not
an employee of the company.
Services Rendered Deemed Special.States that the services to be
rendered by the contractor are unique and have a particular value.The
company has the right to have these services performed to the best of the
contractor's abilities. If the company should later want/need to get an
injunction against the contractor for some reason, this clause will help
support the company's argument that this sort of relief (called Equitable
Relief) is appropriate under the circumstances.
General Provisions.Defines the overall legal obligations
of both parties.
Schedules. ("A", "B", "C", etc.)Where
the contract is structured as a main document and a series of schedules, the
schedules quantify deliverables, define milestones, dates and payments, and
also define any other variables not spelled out in the contract.
Signatures.The contract needs to be signed and
dated by authorized representatives from the company and the contractor.
When to Get a Lawyer Involved
Creative
types are not usually known for their legal prowess. Even if you have
experience with reading and understanding contracts, laws change all the
time. Remember that if it is not spelled out in the contract, it's not
part of the agreement.
No
matter how well-intentioned or nice the other party seems to be, it's good
policy to have a lawyer that specializes in your specific field look it over
and give you advice. Often, it's not what's in the contract that hurts you down
the line. It's what is unspoken or assumed. Informality of this sort almost
always favors the party with more power and resources. Generally, this is going
to be the company, rather than the contractor.
Once
you have found an attorney that fits your requirements, you will need to do
some homework before talking to them. You are the person signing the contract,
so you need to understand what you are signing. Following these simple steps
should save you time and legal fees.
Make
a "scratch" copy of the contract that you can highlight, mark up,
take notes on, etc.
Read
through every word carefully.
If
you don't understand something, highlight it and note your question.
If
you don't agree with something, highlight it and note why you don't agree.
Make
a list of questions that you will ask the lawyer (referencing your marked up
contract).
Once
the lawyer has reviewed the contract, they can give you their general
impressions.
If
there is anything that needs to be changed from a legal standpoint, they will
tell you.
Then
go through your list of questions and have them explain your options.
If
you don't have negotiation skills or want to keep legal issues from getting in
the way of your relationship with the developer/contractor, let the lawyer
negotiate contract issues for you.
Spending
the money on legal advice on contracts can potentially save you money in the
long run, as well as protect your livelihood.
If
both parties have signed a similar agreement that was previously reviewed, it
may be tempting to go ahead and do it again without getting the new agreement
reviewed. But it's a good idea to be cautious about doing that. It's not that
it doesn't work out fine to do this, but laws change and so do relevant deal
points.
Before
you sign the same form contract again, it's always a good idea to really be
sure that the contract is appropriate for the work you are doing on the
project. If the contract and the work it covers are really pretty much the same
as past work you have done for this client, you will likely incur minimal cost
in having it briefly reviewed by counsel.
But
in reviewing the contract, there is a good chance that counsel may point
something out that you hadn't thought about. And it's much easier to bring up
something like this (or walk away from the project) if you are aware of the
issue before you start doing the work.
As
creative people, we are trained to see situations through one lens. An attorney
brings a different lens to the table, contributing insight that extends well
beyond the nuts and bolts of the contract language.
All
the advice we've given above is another way of stressing the importance of
staying aware in the contract process. Your judgment is only as good as the
awareness you have underlying it. If you
turn off your brain and ignore this stuff, you will eventually find yourself in
some unexpected and unhappy situations.
On the other hand, if you learn the basic stuff that we've touched on
here and you learn to ask for help when you're not sure, you can avoid most
common problems.
Audio Elements That Are Defined In the Contract(s)
The Game Audio Budget
The
first question that needs to be asked is, "What is the audio budget?"
The audio budget is typically created as a percentage of the total development
budget. This percentage is based on several factors, the biggest being how
important the audio will be to the success of the game. That number is then
divided into music, sound design and voiceover categories.
While
these are rough numbers, there is now a target to shoot for in the bidding
process. Changes in one category will affect the other two, so monitoring all
three of these numbers helps to keep the overall audio budget under control.
In most
cases, the publisher cuts the checks for audio contractors, but the developer
(who is responsible for creating the game) retains creative control over the
audio.
Marketing Materials
Trailers
and other marketing materials usually have a separate budget from in-game
audio. The publisher is usually responsible for those costs. While it's
possible to pull some or all of the audio assets for these projects from the
game, there are still production costs involved. When a game has a large
budget, high profile composers and sound designers may be brought in to add to
the marketing hype and momentum. The style and tone of the audio for marketing
projects should match that of the game, however, no matter who creates it.
Copyrights
Owning the copyright
to a piece of music or audio means that you have the legal right to use and
exploit it anywhere in the world (or beyond, believe it or not!) The "default"
definition of a copyright for music or audio is that once it is finished being
created, the copyright automatically goes to the person who created it. But
there are several ways that music or audio can be created (or purchased) for
use in a game. In every case, copyright law is a factor.
Music
Buyout.
This is the most common way for a
developer to have an original music score composed for their game and is also
common in the film and TV industries. In a buyout, the composer is hired to
create an original music score on a "work for hire" basis. The
contract specifically states that the composer will receive a flat fee for the
work and the copyright to the music will belong to the developer. The developer
is then free to use the music in whatever way they see fit, including
exploiting the material in other ways such as soundtrack albums or game
sequels.
The contract will
define exactly how much music is to be delivered for the game. This definition
is typically defined in total minutes of music, although we have seen
variations to this when there are a large number of separate cues involved.
If a music cue is
created but, for whatever reason, does not work in the game, the cue can either
be reworked or an entirely new cue can be created to take its place. If a new cue
is created, the copyright to the original cue reverts back to the composer who
may exploit it in other ways.
In every case, the
composer is entitled to the "composer" portion of public performance
royalties. These royalties are independently collected and paid by Performance
Rights Organizations (PRO) such as ASCAP or BMI. If there are ever any
royalties generated through public performance, the composer is paid directly
from the PRO. It is against the law for anyone but the original composer(s) to
be paid this royalty, so the developer/publisher is not losing anything. In
fact, if they have registered the music with the PRO as the music publisher,
they will receive the publisher portion of royalties for the music.
Even in a buyout,
there are a couple of deal points that could be negotiable and need to be
addressed in the contract.
Sales Bonuses:
If a game sells more copies than the original sales projections (which is part
of what the composer bases their bid on to begin with), the composer receives a
bonus. Sales bonuses can be setup at
multiple tiers so that the developer is only paying after progressively higher
sales numbers have been achieved.
Ports: If the
game is ported to another platform (i.e. Xbox to PC or DS to iPhone) the
composer is paid an extra fee for that port.
Sequels: If a
sequel is made that uses the music from this project, the composer is paid an
additional fee.
The developer needs
to be aware that while these deal points may help to keep the initial budget
lower, the cost and responsibility of tracking and paying these fees in the
long term must be considered. Paying more for a complete buyout ensures there
are no loose ends or additional fees.
Music Licensing. Production
music is composed and produced for a wide variety of purposes, as opposed to
one specific project. It is made available for use in various media through
production music libraries or directly from the music publisher. The music is
licensed to a client for a specific purpose and scope, and provides legal
clearance for its use. The copyright is owned by the composer or in some cases
a music publisher. Production music is available in almost every style
imaginable and can be an instrumental or music with vocals (a "song").
While this can be a
cost-effective way to acquire music for a project, it's unlikely that a lot of
separate pieces of music from separate composers will support the story as
well, or be as immersive as an original soundtrack. Songs can work well for
certain places in the world, however, such as elevators, clubs, restaurants,
radios, etc. Remember, though, the more popular the song, the more expensive
the license. Original music scores combined with song licenses are fairly
common in some genres.
Custom Score License. As
a result of tightening budgets, some developers have been making the tough
decision that owning the copyright to the music is not absolutely necessary.
They want a custom music score that will make the game come alive, but don't
have the budget for a buyout. In this scenario, the composer is hired to create
an original music score, but he/she retains the copyright and is free to
exploit the music in other ways to make up the difference in creative fees and
studio costs.
This is a great way
to cut production costs in the short term, but may have consequences further
down the road. Since the composer owns the copyright and is trying to make up
the revenue that was lost, the music may show up in places that would
negatively affect the game IP in the long term. Imagine hearing the main music
theme of a game playing in a TV commercial for detergent. Also, if the game
becomes a runaway success and there is a sequel, any music from the original
must be licensed again from the composer in order to be used in the new game. The
contract also needs to be very specific about who owns which rights if control
of the IP changes hands.
Adaptive/Interactive Music Scores. Adaptive/interactive music in games is sometimes used and
the copyright could go either to the developer or the composer. Even when the
music is digitally generated to be non-repeating, the underlying material has a
copyright so the same issues with assigning copyright still exist.
The technology to
seamlessly change musical backgrounds in a non-linear environment allows for
great story support and player immersion. The "score" could be layers
of ambient sound design with percussive cues appearing when the action picks
up, or a score that is randomly generated inside the audio engine. Or it could
be a fully rendered score that uses synced audio layers to change the mood. Any
way you look at it, the time and cost of developing and implementing the
technology to deliver this type of music score will add cost to the music
budget.
Live Music Recording Sessions
It is standard
practice in the game industry, as well as TV and film, to create and produce
music scores electronically using Digital Audio Workstations (DAW). These
electronic scores are often used as the finished master recordings for the
games' soundtrack. But when the audio budget allows, the music score can be
taken to a higher level by bringing in live musicians to record the
material.
In this case, the
electronic score is used as temp music for the game and can easily be changed
to suit any changes that occur in game design. Once the game design is "locked,"
the recording sessions can begin.
The cost of live
recording depends on the number of musicians needed and the size of the studio
required to record them. If you are looking to hire an orchestra, it's highly
recommended to book them through a musician's contractor who will handle all of
the hiring details for the recording sessions.
Sound Effects (SFX) & Atmosphere
The terms "sound
design" and "sound effects" (SFX) are often used
interchangeably. In most cases, the "sound designer" is the person
who is responsible for multiple audio elements that provide the overall sound
of the game. That definition aside, we can break down the various methods of
creating or acquiring SFX.
"Custom SFX"
are created specifically for one project and are usually created on a buyout
basis. The cost is calculated by the number and complexity of SFX multiplied by
an hourly rate that is appropriate for the project. Source material for custom
SFX can include field recording, foley, electronic synthesis, or elements from
SFX libraries that the sound designer has built up over time. These sources are
then edited, processed, mixed, etc., to create original SFX that fit into the
games' specific requirements. Atmosphere is always created using this approach.
"Stock SFX"
can be purchased from Sound Effects Libraries and are usually in the form of
multiple audio CDs or data files on DVDs. In order to streamline the production
process, all SFX should be transferred to hard drive and some type of database
needs to be created to search for sounds using keywords.
While these libraries
advertise that they are "Royalty Free," you must read the fine print
in the licensing agreement. There could be extra charges associated with
releasing a widely distributed game. Just as production music is liable to pop
up in other places, so will these SFX.
"Downloadable
SFX" can be purchased online individually. This is great when other source
material just isn't filling the need, only a few SFX are needed, or when time is
of the essence. These SFX are usually royalty free, but again, read the fine
print in the licensing agreement.
Voiceovers
During the
development process, it's common to have temp voiceovers recorded by the team
as proof of concept. It's also tempting to leave those in because you have
gotten used to them and the team members feel good about contributing to the
game. But just like any other form of acting, voice acting requires talent and
experience to do well.
Voice Talent. Professional
voice actors may be members of a union. The two unions that serve voice actors
are AFTRA (American Federation of Television and Radio Artists) and SAG (Screen
Actors Guild). There are also talented actors who choose to work without the
benefit of a union affiliation. There is a misperception that major market
voice talent is automatically better than minor market talent. Both the
union/non-union and major/minor market issues are moot points when the right
actor is cast for the role.
Professional actors
know how to make characters constant across a wide range of emotions, volume
and intensity. This has an intangible effect on creating an immersive
experience for the player. You want to hire someone who can take direction.
This will save money in production costs.
Voice talent is
usually hired through a talent agent who will supply the developer with
auditions from various voice actors from which to choose. In a typical
voiceover recording session, the actor is booked for a period of two to six
hours and performs from one to 10 different characters. More information is
available on the AFTRA and SAG web sites.
Recording Sessions. A
commercial recording studio is the best environment to capture great voiceover
performances. The talent, directors and engineer are all comfortable and
confident that the sessions will proceed without problems or distractions. At
the very minimum, a professional recording engineer and equipment is an
absolute necessity.
A lot of money is
spent on these sessions and you need to ensure that the results are going to be
worth that investment. The biggest factors that affect voiceover recordings are
room acoustics and quality of the recording chain (microphone, mic pre-amp,
recording media and recording technique). No matter where you record, if the recording
sessions are broken up over several separate sessions, be sure to use the exact
same recording engineer, equipment, equipment settings and conditions in order
to maintain consistency throughout the entire recording process.
Voiceover Editing. Voice
recording usually takes place in a linear fashion. Once levels are set and the
session gets rolling, the record button stays on. This eliminates distractions
and makes it easier to capture great performances. But since games are
non-linear, the best take of each line needs to be extracted from this source
recording. Those individual files are then edited into their final state. A
talented sound designer can make these files sound great using a minimum amount
of professional equipment. But because there could be thousands of voice files,
the process can be lengthy.
Localization. When
a project is released worldwide, there will be multiple language versions of
the game. Localization is a highly specialized field because of the creative,
interpretive and linguistic processes involved. The voices need to reflect not
only the language spoken, but also the culture from which it is derived.
There are very few
companies who specialize in localization and the full scope of this subject is
best left for another article. But the resulting voice files from localization
will still need to be edited and processed exactly the same way as the "native"
version. The same voiceover editing methods and rates would apply to these
files.
Implementation
Getting the audio into
the game and defining how it works is just as important as any of the other
steps we've discussed. Implementation affects the entire audio experience, no
matter how good the source audio sounds on its own. This is not a place to cut
corners because bad implementation is easy to hear and quick to be criticized.
The person
responsible for audio implementation depends on the development team and the
contractor. Sometimes in-house staff is a tasked with tying audio to code.
Other times, the audio contractor will provide or even insist on providing this
service. Regardless of who is assigned to this task, they need to have a grasp
on audio theory in order to support the story being conveyed. The final overall
audio mix should always be performed by an audio professional.
Audio contractors
normally calculate charges for sound design and implementation together for a
project. So when comparing rates, make sure that you are comparing the same
services since implementation can be more transparent in an audio bid.
Audio Post Production
Audio post production
is the process of syncing music, SFX and voice to picture (animation, live
action or a combination of both), which are then mixed and mastered back into
the picture. It may also entail creating new material and/or editing existing
audio material in order to fit the picture.
The picture is likely to change all the way up until the very end of
production, so be prepared for many late nights and extraordinary hours (as is
typical in the audio world). It can be a very complex process and requires
experience, skills, talent, and sophisticated equipment to do well.
Rates, Negotiations, and Gotchas
Fees for
audio services vary widely depending on the contractor, developer, publisher
and the project itself. In fact, no one that was contacted for input on this
story was willing to quote even a range of fees charged or paid. Every
situation is different. Experience, talent, and professional equipment are
likely to cost more initially, but ultimately the results will pay bigger
dividends.
But just
because a project doesn't have a huge budget, that doesn't mean a talented
contractor won't be interested in taking it on. The ebb and flow of jobs for
contractors provides developers opportunities to hire great talent at great rates,
especially when the timing is right. Holes in the schedule also allow
contractors to take on projects in order to prove their worth to the developer
at lower rates, which will lead to more work for them down the road.
There are
a few other factors to keep in mind however, when negotiating a contract.
Large
numbers of short music files take longer to create than fewer but longer files.
For instance, if one three-minute music cue can be produced in two days, but
only four 30-second music cues can be produced in two days (totaling two
minutes of music), there can be big differences in studio/creative time.
Time
spent creating and/or editing SFX can vary widely. In general, custom SFX and
long ambience files are going to take longer to produce than shorter sounds
such as UI effects. But the experimental nature of sound design does take time
to do well. Be sure to consider this in the schedule.
As
the game design changes, so will the audio. Expect that reworks will be
necessary and consider addressing this issue in the contract. Define how many
reworks are allowed before extra fees are involved.
Union
talent rates may not be negotiable, but the results of using these talented
professionals are usually well worth the price paid. Researching all of the
union vs. non-union talent options is the only way to make a good decision
about which is best for the project.
As
with most businesses, the more work that needs to be done, the lower the cost
of production. Big projects ensure that the contractor has a steadier income
for a longer period time, thus saving the time and money spent on seeking out
other projects.
A
special note to audio folks trying to "break into games." Your value
to a developer is found in the ideas, skills, and talents you bring to the
table to make a great game -- not how much cheaper you are willing to work than
everybody else. If you try to get your foot in the door by working for free,
that is the value the developer will place on your work in the future. Not only
have you compromised your own value, but you have also lowered the value of
audio for everyone else working in the industry.
Hiring Professionals
The nature of our
visual senses makes it fairly easy to express what we like or dislike about the
action we see on the screen. But unless you have studied music and audio at the
college level, most people find it impossible to quantify why they like or
dislike an audio experience. In fact, a lot of game reviews spend little or no
time on the subject. Yet, this indescribable perception can make the difference
between a hit game and a flop.
While it's tempting
to cut corners and let your programmer, who has a garage band, create audio for
the game, it is also a very high-risk proposition. There is a reason that audio
professionals have studied music and audio, earned college degrees in the
subject and have spent countless hours honing their craft. Audio professionals
are absolutely passionate about delivering the highest quality audio. It will
usually take less time for them to produce the end product and it will minimize
the possibility of mistakes that will cost time and money to fix.
What's Fair
It's important for
developers to weigh the advantages and disadvantages of audio development
methods with regard to their projects. Publishers sometimes have in-house audio
resources that can be made available to developers. Developers may have
in-house staff that can handle some or all of the audio disciplines for a game.
The balance of audio services comes from independent contractors. All of these
options come with inherent costs.
The publisher's
participation in audio will be negotiated in the publisher's contract with the
developer. In-house, full time audio staff employees receive a steady salary
and benefits packages and will also need to be furnished the equipment necessary
to do their jobs properly. Contractors are licensed businesses and are
responsible for purchasing all the equipment necessary to deliver high quality
audio and pay for all of their operating expenses (location, salaries, taxes,
marketing, etc.), just like any other business.
It's imperative for
everyone involved to make sure that these relationships are a win-win situation
and add value to the project. When publishers, developers and contractors are
satisfied with the terms of the contract, as well as the compensation being
paid or received, it removes any layers of doubt so that everyone can focus on
the creative tasks ahead.
That's a Wrap
The
contract is the full and complete definition of the agreement made between the
developer and the audio contractor. Both parties know exactly what to expect
from each other and there are no lingering questions. If changes need to be
made before the end of the contract (which often happens in game development),
an amendment can be added to the contract to address those changes. Just like
the original contract, amendments must be put in writing and signed by both
parties.
Now the
real work (fun) can begin without worrying about the legal side of things. Make
a great game!
Special Thanks
The
following people have graciously contributed their time and expertise to this
feature story:
Jacob
London -- Attorney
Barry
Dowsett -- Co-Founder, Soundrangers
Ken Boynton --
Creative Director, Boyntunes.com
Barry Caudill --
Executive Producer, Firaxis Games
Jerry Shroeder --
Audio Director, Sony Online Entertainment Seattle
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