No, I simply refuse to waste my valuable lifetime disproving your 'arguments' that are entirely fabricated from your imagination and supported by a collection of random links deliberately presented to fit your narrative. You not only miss the entire point but also fail to understand what commission-only wage models are and when they are applicable.
That's pretty common in the world of freelancers and start-ups. Getting a provision also means that you can have some influence on how much you earn - the better your art draws customers in, the better the revenue, the bigger your share. That's a good motivation.
That's how it goes. People gather together, they all agree to work "for free" in the first 3-6 months, they make contracts on how revenue is split, and then they put in the effort - on the side while earning a living with their main jobs.
The business models I talked about in this thread are common in the professional freelancer industry especially for artists.
It would be much more valuable to just check job boards and also google the business modell I described and see how it plays out largely in the freelancer world.
No, start-ups with zero capital for paying specific positions at the beginning. Hence the comission only based payment method. Google it up.
After doing what you asked and searching on google and also duckduckgo and bing it turns out that all of the major hiring platforms, art hosting and sales platforms and blogs I found had no idea what you were talking about (and neither did the search engines for that matter). You would think if it was sooo common I would have found something...anything....
Also if you don't need random members googling things... why do you keep telling them too
As for " random links deliberately presented to fit your narrative ", those are links that show the ACTUAL common standard.
Unfortunately, that had nothing to do with the commission-only wage model. You purposely shared irrelevant links to deny its existence.
No I searched google like you said and they weren't there... if you have an issue with google not showing results for your made up common to the industry idea take it up with them... or of course you could just provide the links yourself....seeing as how they are so common to the industry....
Also, you ignored the specific situations where this model is commonly used, comparing it incorrectly to casual artists who are commissioned for individual works which is an entirely different scenario, as pointed out multiple times.
Really? The links I provided covered single jobs, long term employment, project work and personal commissions among others, not my fault you don't bother to read them.....
You didn't even manage to explain once why an artist would take a small check and then let the developer get rich with a final product he contributed like at least 50% to. That basically makes both almost partners in terms of workload. That's not a scenario where you choose a buyout, but where you maintain a continuous income stream from every single sale.
Again, if you had bothered to actually read the links I provided you would have seen not only advice for pro and cons given but also mention of personal experiences from artists but ok here is one again and some extra.....
Your claim that they make a small paycheck is also laughably wrong.
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Now lets take your "great idea"
Make 5k a month, give 30% to the artist, that's 1500 extra bucks for him on the side and 3500 for you. For a part-time project that's absolutely fantastic, and 5K is a realistic goal for a good game.
So $1500 a month x 12 = $18000 now let's compare that to the lowest listed in those link $49k-$89k AND you can't even guarantee that $1500 because even the example you gave where the guy is working on 3 games didn't reach $5k.
So would you still like me to (in detail) explain to you why the artist would take their
small normal check over a gamble of a project and a gamble of a paycheck?
That's an option that isn't available to the kind of artists you presented in your links who sell individual artworks. Why would anyone share revenue with you just because you designed two website banners for them? You clearly have no idea what you're even talking about.
The links I provided were for digital art and freelance digital artists, are you saying digital artists DON'T work on games....
Also
Those links were for industry standards, you are the one claiming dev's can get a skilled experienced artist for
MAYBE $1500 a month i.e. $18k a year, you are the one who clearly does NOT know what they are talking about or anything about the industry or gaming making for that matter....
As I said, you know so little and your lengthy post is filled with so many false assumptions that it would be tiresome to address all the misinformation.
Those are not my assumptions, those are facts from professional sites and other artists.
It's simply not worth the effort since you're clearly not here to learn, but rather to - for whatever reason - try to prove that the industry works as you imagine it does.
Why would anyone come into this thread to learn from you? You offer no sources, no information to back up your clearly wild and unresearched claims, you clearly don't have a grasp of the reality of making games with your "oh just work 2 hours here and there" ideas or " oh $5k is a realistic goal for a NSFW game" You don't even know the average salary of a freelance digital artist even though you claim to be in the industry for 9 years and know everything else about them....
Also I'm not trying to prove how the industry works, I'm letting the industry talk for itself... hence the links and sources....