Postmortem of the 2021 Palestinian Aid Itch.io Bundle

Whenever there is a major crisis or world event, I typically get at least a dozen emails from compassionate people seeking advice or guidance on how to run a successful charity bundle. I try to answer as many as I can but, as time goes on, many of the same questions keep coming up, and I figured this blog post was a long time coming anyway. So, if you are one of the kind, compassionate people who messaged me and I sent you here, please do not take offense. I’ve done my best to give an overview of what I did, answer commonly asked questions, and share lessons I learned when I ran the Palestinian Aid Itch Bundle.

A Brief Summary of What Happened

In May of 2021, a video of a little Palestinian girl cowering from Israeli air strikes while her dad was trying to play a game to distract her went viral on Twitter. Palestine and Israel have a long history of conflict, so this was nothing new, but I have PTSD and saw a lot of myself in that little girl. I couldn’t stop thinking about her. I couldn’t sleep or eat. So, I asked a few of my friends in the game industry who participate in bundles often if they’d be interested in creating one with me. I never made a bundle before, so I learned as I went. Damien Crawford (https://cannibalinteractive.itch.io/), in particular, walked me through the process of creating an itch bundle and very kindly answered all my questions. It took an entire day, but I had created a lovely bundle of 20 games for $5. I intended on raising about $500 USD. And this is a good time to explain how itch bundles work.

How Itch Bundles Work vs My Itch Bundle

Typically, bundles on itch benefit the devs that participate. The devs agree on a certain cut of the money raised, usually equally split among everyone. This then goes into their individual accounts and is seen as profit, both by itch and by their government. As in, you get taxed on this income. So, charity bundles are unique because the devs agree to have all the funds go to one source, and that source agrees to be responsible for any taxes due and to donate the funds to the appropriate place after it gets deposited into their account.

Once all the games are added to the bundle, the devs then need to confirm their participation. This is where my bundle had its first hiccup - one of the devs pulled out at the confirmation stage. You cannot just edit the bundle if someone wants to be removed. You must create a new one. So, I had to cancel the bundle and recreate it, minus that dev. No problem, but I was tired, it was the end of the day, and there were two or three devs that were disappointed they missed the deadline to join and wanted to participate. So, I made a Google form for those handful of devs to fill out so that everyone’s information would be ready for me to recreate the bundle quickly the next day, tweeted it out, and I went to sleep.

And woke up to thousands of game submissions.

If you remember the BLM bundle, it was set up with a forum post that had a rolling submission. This is because that bundle was run by itch.io and they can, of course, do whatever they please on their website. But I, believe it or not, am not itch.io, I’m just a little indie game dev. So I have to follow the bundle protocol, which means I was going into each individual submission on my poorly put together Google form (more about that later), and manually adding it to a bundle. And then individually reaching out to every single developer to have them confirm their submission. So two things happened -

  1. People were confused as to why I wasn’t just doing the ‘simple’ thing of having a forum post, rolling submission set up like the BLM bundle. Frustrating, but fine. Lesson one learned: anticipating questions and setting realistic expectations before people make assumptions is key to a huge movement staying organized and in the public’s good graces.

  2. I was well on my way to breaking itch.io’s bundle submission process. Apparently there is an upper limit of how many games can be part of a user created bundle and I surpassed that. So even if I did get through adding every game manually, which thankfully I was saved and spared before I got even half way through, it wouldn’t have worked.

So, my bundle was officially out of control and I think my fear and desperation came through in some of my SOS tweets. Remember, I was also keenly aware of the legal and tax responsibilities of charity bundles and I had a lot to lose if the US government thought I became an overnight millionaire. I also kind of hated that when people were searching for information about a Palestinian Aid bundle, an Irish American woman’s information would pop up first. It felt wrong, like I was somehow using this crisis to market my games.

Enter Rami Ismail and Spencer Hayes

Rami saw my SOS tweets and contacted me asking how he could help and graciously listened to all of my concerns. He got me in contact with Spencer Hayes at itch.io, who then kindly assured me that itch will take care of the paperwork and money side of things and will do what they can to help me stay on top of the massive amount of submissions that were still pouring in, as long as I understood that the lion’s share was still my responsibility. Rami then got me in contact with Palestinian game developer Rasheed Abueideh, who created Liyla and the Shadows of War, which tells the story of a little girl who lives in Gaza during the 2014 war. In fact, Rami and Rasheed brought this game to itch.io specifically for this bundle, working tirelessly to get the game ported and working in time.

So now, when people searched for the bundle, Liyla and the Shadows of War was the highlight. I made sure to set the expectation that the bundle was pay-what-you-want (above $5 USD) for Liyla and the Shadows of War, and you will receive hundreds of additional games, assets, and soundtracks donated by game developers and media creators around the world for free. So, a week later, when a game was pulled from the bundle and a group of redditors who didn’t really care about the cause and just wanted the deal got upset, I was able to point to Liyla and reiterate that this is the game that’s guaranteed with the bundle, the rest are free. Some may disagree, but I think this was one of the smartest things I did while organizing the bundle.

I cried from stress and relief, had a cookie, took a shower, and got to work. The following happened in a messy sort of way over the next month, so forgive me if things are out of order.

First thing I did, and the first thing you should do, is research your charity of choice and contact them. For me, this involved calling the United Nations to reach UNRWA and explain that I have a possible large donation. They told me I can donate on the website. I then explained that it could be $5 but more likely, if past bundles are any indication, it could be a million dollars and so I don’t think the online donation form would be the best approach. After both of us wrapped our minds around this idea, I had UNRWA contact Spencer and Leaf at itch to discuss how they can best get the money. In the end, UNRWA had to make an itch account, just like an indie dev would, and the money went straight to that account. Whether there were other considerations like different tax forms filled out, I don’t know since itch very kindly handled the money side of things. All I know is that it went directly to UNRWA. I was able to see their itch account as the only recipient of the funds, since I was the creator of the bundle, and I’ve since reached out and was assured everything went to the appropriate places.

Of course, I tried to make this information as public as possible and still was accused of stealing a million dollars. As if someone could do that and not get caught. If this happens to you, I’m sorry. That sucks. If your charity bundle is the type to go directly to you, it is a good practice to show the receipt of your donation. However, if it gets as big as this did, for reasons explained above, you won’t have that receipt. I recommend suggesting to the skeptical that they reach out to the itch team or to the charity - both Spencer and those at UNRWA are more than happy to reassure everyone that the money was sent properly.

As submissions roll in, it is up to you to moderate them. It’s your bundle so you decide the rules. Will you allow violence? Nudity? For me, I tried to allow as many games as possible, only removing those that felt insensitive to the cause or that were broken. If I or my team of volunteers couldn’t open the game and get it going for 30 seconds, we removed it. Yes, this means that every single game was downloaded and played for 30 seconds, every playbook was read through, every submission was combed over, and yes, this took forever. I had a shared google sheets file that I would add to, and my friends and volunteers would do what they could in their spare time. We had about 30 people working on moderating the games at any given time. Those same volunteers were also DMing and messaging and emailing all of the devs at various stages. Why, you ask?

That Google Form

Mistake #1: I asked for social media handles. Before itch stepped in and made the forum post (more on that in a minute), I was individually adding and confirming devs. Which means contacting them via social media. I should have asked for their emails, specifically their itch.io account emails. Twitter eventually gave me warnings about the amount of DMs I was sending so I had to have others risk the same. Don’t ask for social media - it’s useless.

Mistake #2: I guess I was feeling sassy cause I put a question on the form that said something like “Do you consent to your creation being part of this bundle and understand that it cannot be removed after you fill out this form?” AND I PUT A NO OPTION. Why. Why would I have no option? Hindsight 20/20. Don’t be sassy or cute when organizing a charity bundle.

Mistake #3: At first, there was no stated deadline. Then the deadline was pushed. Then we were waiting for UNRWA, so the deadline was pushed again. Then, I made the forum post and there was confusion as to if you needed both the Google form and the forum post. Then, I said it would be up by Friday but it wasn’t up for another week after that. Being a small studio, I’m kind of used to being on my schedule but this bundle was a huge wake up to how long things take when we’re waiting for other parts to line up. I was confused, so the message was confused, so the people were confused… I don’t know how I could have prevented this but I do know I could have communicated better.

Itch Forum Post: Autobots, Stay Put

Remember how I said I had too many submissions for the traditional bundle submission protocols? Well, around this time, Leaf at itch.io graciously allowed me to do what the BLM bundle did - create a rolling submission forum post. These still needed to manually be put into that Google Sheets form to be moderated but at least with the forum posts, we now had the added bonus that a bot will check if the person submitting the game has the right to. (Another failing of the Google form: Someone could have said they were Miyamoto and submitted Mario and I have no way to prove their identity. With the forum submissions, we could check that the email matched the game submission.)

However, that’s what the bot was doing. It was checking identity. It wasn’t auto-adding games. We were manually moderating it. We gave that moderated list to Leaf, who then cross referenced it with the bot-checked identity list, and then uploaded new games in batches every few days. (Remember, I didn’t ask for permission to make this bundle. This was extra work on top of their already loaded plates. They were allowing this forum post setup as a kindness.) This caused more confusion, as devs would submit their game under the forum post, refresh the page, and be upset they didn’t see their game added. I tried tweeting out an explanation, but only a handful of people followed me so most didn’t see it. I also tried explaining in blog posts, but many people don’t read such things.

But now we had a process. I’d copy the newly submitted games from the forum post to our moderation sheet. I’d ask for volunteers and we’d go through each game. I’d send that list at the end of every day to Leaf, who then cross referenced it and uploaded the new games to the bundle in batches. I posted that as long as the game passed moderation and was in the forum post by the deadline, it would be included, even if it wasn’t showing in the bundle just yet. I also reminded everyone of why we were doing this in the first place and reminded everyone to play Liyla and the Shadows of War.

At this point, the bundle organizing was a full time job. I took the month off from work and literally only focused on this. That’s how much work it took.

Then the bundle went live. I made the goal $500k USD. I didn’t know what to expect and didn’t want to come off as over-confident but I was advised that was a good number. I knew that I was learning as fast as I could but I also knew that this was probably one of the most unorganized charity efforts in the history of the universe and I felt the pressure of the world on me. And then we hit our goal in a weekend. So I raised it to $1,000,000. We ended just short of it, but wow, that’s a lot of funding.

Once it was all over, I was lamenting at everything I did wrong and everything I could have done right. I was upset with myself for not doing better and I was burnt out, not to mention my DMs and emails have never recovered. I still get flooded with messages, although most of the ugly and hateful ones have died down now, almost a year later. It was Rami that put it into perspective for me:

“Did you know $600K can help 1000 Palestinians start a little business via their microgrant program? That's just one thing they could do with the money. It can also fund 2% of their full education budget, or 20% of their infrastructure program, or 15% of their relief and social services program. . .”

I asked about mental health, as that’s why I started this.

"It says, “In 2018, the Agency began to implement the UNRWA mental health and psychosocial support (MHPSS) framework that is dedicated to enhance coherence, consistency and quality of interventions to improve the mental health and psychosocial well-being of Palestine refugees. During 2018, 92,795 Palestine refugees were provided with MHPSS support across the Agency’s five fields of operation." It seems MHPSS is... 4,2 million? So we'd have funded... 1/7th of that entire program?”

And that is what you should focus on when your bundle is all done. Sure, you’ll make mistakes. But like, look at all that good. And all the people that played Liyla. Remember your goal, and it’s all worth it.

Here’s some advice for those who want to run their own bundle:

Mine was a happy accident. If I knew how big it would get, I would have absolutely included itch.io from the beginning. I would have been more organized. I would have put together a team to help with moderation and running the bundle, and I would have been more clear about updates and expectations. I recommend really getting your ducks in a row before starting a charity bundle. I would have asked for itch.io account emails as their main contact. And I don’t recommend going to sleep with an open ended Google form as your submission process, particularly if it's a cause a lot of people feel strongly about. Or do. I mean, we made almost a million dollars. And absolutely research and be in constant contact with your charity of choice. It’s most important that funding gets to where it’s needed.

What I’m Most Proud Of

I kept the focus where it should be - on Palestinian people. If you’re raising money for elsewhere in the world, PARTICULARLY if you are American, get those you are directly helping involved. Don’t focus yourself at the center. Ask what would be most helpful, according to those you’re trying to help. You ever have a toddler try to help you do the dishes, and it just leaves you frustrated and with more work because their ‘help’ was entirely unhelpful? Imagine that feeling but for something that matters, like hunger or war. It doesn’t matter how much you meant to help if your efforts aren’t actually helpful.

Another Interpretation of “The Road to Hell” Pavement

There’s an idiom in English that says, “The road to hell is paved with good intentions.” It usually means that it isn’t enough to say you wish to do something, you must follow through; that good intentions don’t mean anything without action. I’ve started to think of this idiom often, but with a different meaning: All the good intentions in the world won’t save you from judgment, things going wrong, and ugly behaviour. You’d think running a charity bundle, particularly one that was chosen with care to be for food and mental health aid, would be universally seen as a kind action. But if you’ve been on the internet long enough to find this blog post, I don’t need to tell you the amount of hate mail, backlash, complaints, and other vitriol I needed to navigate while doing this.

If you’re a white cis guy, you might not have to worry about this. But if you aren’t, I’m sure you already understand what I’m getting at. Make sure you keep yourself safe. Take time away, an hour or two to have lunch and go for a walk without your phone, particularly when it feels like everything is life or death. Don’t check your email/social first thing when waking up. Remind yourself that the people commenting on how you’re doing an awful job don’t know you or your intentions and please do not feel the need to defend or explain yourself to them, beyond that initial announcement blurb. You know why you’re doing this. It’s a huge undertaking and it comes from a good place. You’re doing your best. Plus, often when people post, they genuinely think they are being helpful, particularly when it comes across patronizing. They believe they are doing a kindness by keeping you accountable or bringing up things you might not have thought about. That said, when you hear the same things over and over, it’s very easy to snap or get defensive. Careful - it’s best to take some time to yourself and ground yourself. Internet fights are never worth the energy, and you need that energy.

And, if you can, please create a team. Doing something like this with a small, dedicated group will be better for your well-being, mental health, and overall goal than taking it all on yourself. The goal isn’t to look like a good person, the goal is to help people you felt moved to help. So who cares what some strangers online say? Keep your goals and priorities clear and the rest is noise.

Cost Breakdown of a Visual Novel

Well, that’s a daunting headline.

How much does an indie game visual novel cost?

Short answer: It depends.

The major categories to consider:

  • Art (Background, Sprite, UI, CGs, items, assets, key marketing art, logo)

  • Programming

  • Writing

  • Music

  • Voice Over

  • Sound Effects

  • Editors

  • Sensitivity Readers

  • QA / Playtesters

  • Localization

  • Community and Social Media Management

  • Marketing

  • Don’t forget that Steam takes 30% and requires $100 USD up front

  • Random little expenses that come up that don’t neatly fall into a category

When I was pitching for funding, I wanted to gather a team and pay them a living wage, so we could focus for one year on making the game Call Me Cera. I’ll write another article going into detail but the takeaway is that we didn’t get funding. So, I got creative (after I finished crying and eating sad cookies).

Here was the new plan:

  1. Create a series of vignettes: shorter games in the same universe that we could sell to build our portfolio, build up trust between us and our audience as a newer studio, show off what we can do, and earn some income that we could use to pay for art, music, and marketing the larger game.

  2. Write up contracts that clearly define who is getting paid what and when, with partial payments in the present and the rest paid off with profits once we start selling games.

  3. Scope down. Decide what’s necessary, like sprites, and what can be added later when we have funds, like voice acting.

So, now that Good Lookin’ Home Cookin’ is completely done, would you like to know how much a visual novel costs to make, on a shoestring self funded budget? Well, it’s your lucky day.

Art

This was our biggest expense. I had two artists working on this game, with an additional artist who created our logo. Here’s the breakdown:

screenshot0031.png

Background Art: 4 bgs at $150 USD each = $600 USD in total

Sprite Art: 5 characters, with 4 poses each, at $175 USD each character = $875 USD in total

Sprite Art variations (same pose, slightly different face expression) at $20 USD each = $100 USD in total

Item assets (for this game, things like the Korean text bubbles), various prices depending on the art. = $260 USD in total

Menu Screens, UI, Textbox etc = $500 USD in total

Logo = $500 USD in total

CGs: We can’t currently afford CGs but we do have an unlockable special scene as the ‘good’ ending, which cost another $150.

So that brings the art cost total for Good Lookin’ Home Cookin’ to $2985 USD.

Music

Our composer created an original album for Call Me Cera, of which four songs are in Good Lookin’ Home Cookin’. The four songs are roughly a minute each. They cost $300 USD a minute.

Therefore, $1200 USD in total for the music in Good Lookin’ Home Cookin’.

Sound Effects

Our Sound Effect person is doing the sound effects for all four vignettes and Call Me Cera and will invoice us when it’s completely finished. So, as of now, I don’t have this number.

Programming

I’m solo programming all of the vignettes and Call Me Cera, and I’m not paying myself. Not saying I recommend this but I did what I had to, to ensure those I brought on feel fairly compensated and the game gets made. So, technically zero but only because I want to grow my company and get these games created.

Writing

I also solo wrote Good Lookin’ Home Cookin’. So technically zero. But again, only because I want these games to be made and I’m planning on growing my company into a career for myself.

Playtesting/QA/Sensitivity Readers/Editors

I’m looping this together because many of our sensitivity readers and editors were also playtesters. We had about two dozen volunteers who playtested the game at various stages, as well as about a dozen of additional people, who filled out forms answering research questions for things like how to style Amira’s hijab. When the game was closer to completion, we paid a group of people to playtest. We also paid a group of sensitivity readers. We also paid for Korean translations for the Korean text message assets.

Keeping in mind the lion’s share of this category were friends and generous volunteers, the total we paid was $500 USD.

Community and Social Media Management

4-2-2021 12-57-00 PM.jpg

It’s incredibly important to have a person keeping an eye on your community. Not only do you want to ensure a positive experience for those who are spending money on your game, but it is a reflection of you and your company. It’s also important to keep social media accounts active. Although I do the analytic/metric/strategy stuff myself, I brought on someone to schedule social media posts each month so our accounts stay active, as well as function as head mod for our Discord.

$50 USD a month, with a scheduled raise every 3 months. After some time, they will eventually take over the entire Community Management role but, as I can’t afford to pay them more at this time, we have kept it to the Discord mod and social media post scheduling duties for now.

Marketing, Localization, Steam’s Cut, and all the rest

Our current running total of the above for this hour long visual novel game is $5185.

Remember, I’m also not paying myself for writing and programming, which is arguably the biggest part of making a visual novel game. So, this total is only a fraction of how much this game cost.

Now, yes, we can and will reuse many of the assets in Call Me Cera. That’s the point. The menu screens, UI, music, sprites, even the foundational coding will all be reused. The hope is that each of the vignettes pay for the art and music in them so that, when Call Me Cera comes out, everyone but me is paid back for what they are owed and I can start putting money toward our next game.

Steam takes 30% and Call Me Cera will be on Steam. However, the vignettes will be on itch.io, which allows us to set the cut at 10%. We’re also donating a percentage of profits to charities that benefit the groups that our characters represent. Expenses like these also need to be factored into your visual novel budget.

As a side note, we are planning a Kickstarter soon, which will hopefully make us enough for marketing and maybe some extras, like voice acting and localization.

So, to summarize so far, Good Lookin’ Home Cookin’ cost about $10,000 to create. (Assuming ~$2k USD each for a writer and a programmer, which is a low rate guesstimate.)

Point is, for this lovingly crafted, hour long visual novel, it cost about half of what a minimum wage worker working full time in the USA makes a year.

GLHC releases in 13 days. In 13 days, it could not make a dime. That’s a very real possibility. With no marketing budget, I’m relying on my outreach efforts and generosity of friends with clout. There’s no guarantee we’ll sell enough copies to make up for the cost. Which means, what I owe my contractors is on me.

I say all this for two major reasons: 1. Good games are expensive to make, even the simple, short ones you might assume are cheap and 2. It’s important to ask yourself if you’re okay not making any of that money back. Making an indie game, especially a visual novel, is risky. Visual novels are treated as non-games or jokes, in many circles. There are a ton of free visual novels that have set the expectation that paying for a visual novel isn’t worth it. And, it is very difficult to get funding for a visual novel, so the risk is likely going to be all on you.

I’ll be writing an article soon about what it’s like to pitch a visual novel to funds and publishers and what to expect. However, know that despite VNs having a thriving community and being a safe space for LGBT+ and marginalized people to have their stories told and shared, VNs aren’t seen as money makers to many publishers. Publishers, by nature, are risk adverse so it’s a hard sell to get funding.

There you have it. Complete transparency of what Good Lookin’ Home Cookin’ cost to create. If this article helped you, please tell someone about our game. You can link them to here: https://toadhousegames.itch.io/ It will be live at 12:15pm US Eastern on April 14th, for $5 USD. Wish us luck! <3

what goes on a business card anyway?

Business cards can signify a number of things. When I was younger, having a stack of business cards gave me confidence. It was a sign that I ‘made’ it. They can be a social norm, an expectation, or an easy way to remember someone’s contacts. And that’s the first thing to consider when you design your business card: What purpose do you want it to serve?

Usually passed around at networking events, your business card is a first impression of you and your brand, so make sure it meshes with your message. If your card is beautiful but disconnected from you and what you do, it will be confusing and forgotten. Your social media, website, and business cards should be cohesive, even if only by something simple like a font, an icon, or a colour scheme. 

Another thing people do is put a photo of themselves on their card so the recipient can remember exactly who they were long after the event is over. I personally write a quick reminder on the back of cards I receive noting what we discussed and a bit about the person so I find it super helpful when people leave the back of their cards blank for notes. Double sided cards with a glossy finish are currently on trend but unless they have a photo of the person, I usually forget who they belong to by the end of the night. I took your card because I want to remember you. Please make my goal easier by taking this into consideration; if you don’t have a photo, leave some space for notes. 

And remember: networking is just another way to say making professional connections. The connecting is the important part. Careful not to pass out your cards like candy. Make a connection, exchange cards, reflect on your meeting, and, if you feel good about it, reach out in a day or two. It could look something like this:

Hello CORRECTLY SPELLED NAMED,

It was great meeting you at the Team Toadhouse ice cream social on Thursday. (Where/When you met.) Always great to meet another John Steinbeck fan! (What you chatted about.) Feel free to reach out the next time your project needs an illustrator. My portfolio is linked below. (Define what you hope your business relationship will be.) 

All the best,

NAME/CONTACT INFO 

Now, go put on something professional yet comfortable, carry extra deodorant and mints, tuck some of your new shiny (or matte!) business cards into a card case, and walk into that network meetup with humble confidence. 

You belong there just as much as everyone else attending. And they’re probably feeling just as nervous as you. We’re all human after all. You got this! 

accessibility in gaming

You make a game. You want the world to play it. So you, being a smart game dev, ask around and are told to think about accessibility early and often. But why. 

First, it is difficult to re-do mechanics and features after time and resources have been poured into them. It’s smarter to design accessibility into your game from the start. I did a lot of research for Call Me Cera to see what makes sense for my game and what is realistic on my shoestring budget. 

I started by thinking of the player experience. Call me Cera is a visual novel so the question that immediately came to mind was how do blind  and visually impaired people play text games? Twitter is a wonderful tool when you’re lost and I’m grateful that when I asked my followers, I was flooded with generous explanations. I spent a few days researching NVDA, Jaws, large font options that don’t disrupt the aesthetic of the game, text to speech plugins, and fonts that are autistic/dyslectic friendly. All this from asking those affected by the issue. 

Then I realized there are music cues. So I brainstormed a way to visually show what I hope the player feels when the music is played so that deaf and hearing impaired people can get the same sensation and not miss out on that part of the experience. All of this before a line of code was written. 

Beyond that I was lost, so I visited a highly recommended website: http://gameaccessibilityguidelines.com/ 

During my research, I noticed many developers saying that if certain gamers can’t play their game, it isn’t their fault. Putting aside the insensitivity of this statement and the flawed reasoning (after all, we already agreed we want the world to play the game you worked so hard on…), this mindset says that the player, the human, is broken. Here’s the reality: Your game is broken, not the player. The player needs to play the game. If they can’t, that means there’s something wrong with your game. To not at least make an attempt to build an accessible game is to say that the person is broken. That there is something wrong with them so this is off limits to them. In this time where we constantly strive to improve our lives via technology, this mindset is archaic and discriminatory. It is more than a concept of equality. It is creating a game with your player in mind. And if you want your player to be as many people as possible, make sure you build it so everyone can enjoy it. 

Nobody is perfect. But if you planted a beautiful garden in the middle of a thick forest on top of a mountain, don’t blame the player for not visiting your garden. No amount of marketing will help if your audience can’t access it. Don’t expect your audience to show up with a machete and brave the forest for your game, especially in a saturated indie market. Want people to play your game? Stop treating accessibility like a thoughtful addition and start respecting it for what it is: good game design.

Pricing Negotiations for Freelancers

If contracts make your hands sweat, you're not alone. There's something intimidating about a contract but really, it is there to protect everyone involved, including you! 

There are contracts for just about everything but boiled down to its essence, contracts are a written agreement between two parties (individuals, companies, groups of people, friends, etc) that dictate what's expected. And these contracts come in handy when things get hairy. 

I've gone from a person who avoids contracts to someone who embraces and requires them. And just like a prenup agreement (another contract!) is best made when the couple is still in love and compassionate towards each other, contracts are best handled at the beginning of a business relationship. 

You can always hire a lawyer to make your contracts. You can also hire a lawyer willing to make you contract templates that you can customize yourself to save some money. But if you're just starting up and just need something simple for now, here's some things to keep in mind. 

1. "Agree to pay me x amount in x time." 

Have something in your contract that says exactly how much you'll be paid, by whom, and by when. Deadlines save you from chasing down money months (even years!) later and gives you more power later. It also allows you to tack on late fees if you think that's appropriate for you. 

Side Note: Don't feel dirty for doing things like adding reasonable late fees to egregiously late payments. Your bank and phone companies don't feel bad about it. If you've tried to reach out a few times to get paid and they are either ignoring you or keep pushing you off with no communication, late fees can be a great way to battle that feeling of disrespect. 

2. Put any discounts at the bottom of your regular rate.

Let's say you're working on a passion project with your friends and you don't want to charge them. Do you need a contract? Yes. Yes, you do. Just trust me on this one. 

You can say "Here's my contract. 100% discount on services at this time." Never lower your price, only apply discounts. It is proof of how much tangible work you've done toward this project. It shows how much you usually charge which can have your work and time be respected a bit more. And if the project takes off, you have a leg to stand on later when they want you to keep working on it. At that time, you can say "Sure! Let's revisit that contract." 

Working with friends can get dodgy when projects surprisingly take off. If you have a contract, it feels less ugly when you ask for your fair share. 

3. Have a loyalties clause (feel free to waive it).

In gaming especially, it is difficult to know what games will take off and what will be DOA. There are so many factors and the industry is so new. Being indie adds another layer of uncertainty. So even if you're working on something you think will never see the light of day, treat it like it's the next huge AAA game. Add everything you think you might need in the future and waive it all. Create yourself a catch all template. It is so much easier to later edit an agreement than it is to make a contract longer, especially when working with people who might be new to success. Money makes people not be their Best Selves sometimes. Protect yourself by adding everything you can think of to the contract, waiving it all, discounting it down, and then, if the project takes off, nothing is new. 

Bonus point: If you go by a name online that is different from your legal name, include both. You can put one in parenthesis. 

Money is a tool that allows you to live the way you want. It is not evil. And in our current society, it is necessary. Get paid for your contributions. Protect yourself. Use contracts.