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by Atrine
947 days ago
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> While some of the commercial reasons for keeping game art under wraps make sense, many artists working in the video game industry say they're subject to a power imbalance, even in full-time studio positions, that sees the bulk of their work locked away in vaults, where not only can fans never see them but where artists can't share them either, not even in professional settings like job applications or portfolios. This is actually a pretty big problem. My cofounder and I run a small video game studio and we worked with our lawyers to figure out how to protect artists as well as the company in a way that seemed fair. What we came up with was a general blanket rule that if an artist's work gets used in any public way (promo materials, game launch) then they can use that work immediately for their public portfolios. In the situation where it's not released we have end dates in the contracts for when they can use their work in their portfolios. |
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Do you see this case being prohibited as the norm for other studios? (the cited section only talks about art "locked away in vaults")
> In the situation where it's not released we have end dates in the contracts for when they can use their work in their portfolios.
That's actually quite charitable, but IMO understandable how difficult this is for larger companies. After all your company paid for that product of work, which also reveals parts of your creative process.
Imagine Ford paying someone to make five car-designs, ending up using one of them and ultimately losing full control over the remaining four...