I got an email last week from a developer who’d just shipped their first indie title. Revenue was looking solid, $45K in the first month. Then their publisher’s lawyer sent over a contract amendment, and suddenly half that money was in dispute. The developer had never actually read the original deal. They’d signed it in November 2025 thinking the terms were standard, but standard for what? Video games? Publishing? The entertainment industry broadly? Turns out they’d agreed to something nobody would voluntarily agree to.
This is how most indie developers learn contract law: the hard way, after they’ve already signed something.
Here’s what I tell people in this situation: you don’t need to become a lawyer. But you do need to understand what you’re signing before your name goes on it. Not because you’re paranoid, but because contracts are the only thing that actually protects your work, and your revenue, when things get weird. And things get weird. Every single time.
What You’re Actually Signing (And Why It Matters)
A contract is a promise written down with teeth. When everything’s going well, it’s invisible. When someone stops paying you, or your game gets cloned, or a publisher wants to pull it from stores, that contract is the only thing standing between you and a nightmare. It’s also the only thing that prevents you from screwing over your collaborators by accident.
Most indie developers skip reading contracts because they feel impenetrable. Legalese exists partially because lawyers want job security, but also because precision matters when money and rights are involved. A single word, “license” versus “ownership,” or “perpetual” versus “for the term”, can be worth thousands of dollars.
Here’s the thing nobody tells you: most contracts you’ll encounter as an indie developer aren’t designed to trick you. They’re designed for situations you don’t think will happen. A distribution contract assumes your game might get successful enough that revenue disputes matter. A contractor agreement assumes someone might leave mid-project. A publishing deal assumes the publisher might want to make a sequel without you. These aren’t paranoid clauses. They’re just… planning.
The contracts that are designed to trap you are the ones where one side wrote it entirely alone, with no negotiation. That’s the red flag worth watching for.
The Three Contracts That Actually Show Up
If you’re shipping a game, you’ll probably encounter three contract situations. You might not need all of them, but recognizing which one you’re in matters.
The publisher/distribution agreement. This is the big one. If someone’s handling your game’s launch, distribution, marketing, or public-facing parts of business, you need something in writing about what happens to the money and who controls what. This is where most disputes happen because it’s also where the most money flows. If you’re self-publishing directly to Steam or itch.io, you don’t need this. But if you’re working with anyone else, even someone friendly, you need documentation.
The contractor/freelancer agreement. Art, music, programming, design. Whoever’s not a formal partner needs this. It defines who owns the work they create, whether they can use it in their portfolio, what happens if they bail, and whether they’re entitled to revenue share (spoiler: usually not, they’re paid upfront). I’ve seen friendships evaporate over this. “You said I’d get 5% of revenue” versus “I said I’d show you a mockup” is a conversation worth having in advance, in writing.
The co-developer agreement. If you’re splitting ownership with someone, splitting profit, or building the game as partners, this is non-negotiable. It covers what happens if one person wants out, who makes decisions when you disagree, how revenue gets split, and what happens if someone does work the other person doesn’t want them to do. The best time to write this is before anything goes wrong. The worst time is after someone’s already mad.
Smaller projects sometimes skip these. I’ll be honest: there’s a real cost to formalizing every tiny collaboration. But the cost of not formalizing rises the moment money changes hands or the project gets serious. [Scenario: Two friends build a small game, split revenue 50/50 in their heads, agree verbally] โ [Game gets traction; one person wants to pursue it full-time, the other wants to focus on their day job] โ [Result: eight months of arguments, one person stops responding to messages, the game doesn’t get updated, revenue slowly drops]. I’ve seen this. More than once. A one-page agreement, literally just saying “if one of us wants to step back, they get paid out at 50% of three months’ average revenue”, would’ve taken thirty minutes and prevented months of friction.
What Should Actually Be in There
You don’t need a 50-page document. Most of what you’ll sign should fit on 5-10 pages. Here’s what moves the needle:
Scope of work or deliverables. If it’s a contractor agreement, what exactly are they making? Is it finished art, or concept sketches? Is it 10 tracks or 50? How many revisions? Vague scope is where budget grenades live.
Payment terms. How much, when, and how often. “30 days net” means they get paid 30 days after invoicing, standard. “50% up front, 50% on delivery” is reasonable for freelancers. Don’t hand over all the money before work starts unless you’re buying something off-the-shelf.
IP ownership. Who owns what they created? Usually: if they’re an employee or co-developer, you own it jointly or they own it and license it to you. If they’re a contractor, you typically own the final work, but they might own their code tools or asset pipeline. You need to say this explicitly, because “it’s just understood” has never prevented a lawsuit.
Kill fees or termination. If you hire someone and change your mind, what do you owe them? Typically: you pay them for work completed and reasonable notice. If someone abandons you mid-project, what’s their penalty? Usually: nothing legal, but you can stop paying them.
Confidentiality. Do they agree not to talk about what they’re making for you until launch? Most freelancers will agree to this.
Revenue share or royalties. If you promised someone a cut of profits instead of (or in addition to) an upfront fee, write it down: what counts as “profit,” when do they get paid, how often, and who provides accounting? This is where ambiguity kills people.
The Contract You Should Use (And Where to Find It)
You have options, and most of them won’t cost you thousands of dollars.
If you’re working with a publisher or major platform, they’ll likely hand you their contract first. This is their starting offer, designed to be favorable to them. You can negotiate. Most contract clauses aren’t holy writ. (A game producer I know negotiated with a mid-size publisher in 2025 and got them to reduce their cut from 40% to 27% because she’d already shipped two games with them and they were scared she’d leave. Don’t assume the first offer is final.)
If you’re hiring contractors or building with a co-developer, you have a few routes:
Use a template. The IGDA (International Game Developers Association) publishes a free contract template for freelancers and contractors. It’s not perfect for every situation, but it’s a solid starting point, written by people who understand game dev. You’d customize it for your specific project. This probably saves you $500-$1,200 in lawyer costs compared to starting from scratch.
Hire a lawyer. If you’re signing a deal worth more than $20K, or if you’re splitting ownership with someone, a lawyer who understands entertainment or tech contracts is worth the $150-$250 per hour they’ll charge for a review. For a contract that doesn’t raise red flags, expect $300-$600 in legal fees to review or redline it. For something more complex, like a publishing deal where you’re keeping IP but giving up distribution rights, budget $1,500-$3,000. These costs sting, but they’re insurance against deals that might cost you tens of thousands later.
Use plain English. Sounds insane, but for simple contractor work with trusted people, a short letter is legally binding: “For $X, you’ll deliver Y by date Z. Ownership transfers to us. You won’t talk about this publicly before launch. You get paid on invoice.” Have them sign it. Done. This works fine for a composer, an artist, or a coder you’re bringing on for a specific feature. It doesn’t work for complex arrangements or when there’s any ambiguity.
Red Flags That Mean “Stop and Get Help”
Here’s where your skepticism should flip to high alert:
Perpetual worldwide exclusive rights with no sunset. If someone wants exclusive rights to your game forever, everywhere, forever, that’s a massive ask. Perpetual is fine if you’re getting paid in perpetuity. But if you’re getting a one-time payment for exclusive rights, you’re selling something worth much more than they’re paying.
A percentage of your income with no cap. “We get 30% of all revenue from this game, from any platform, forever” is different from “We distribute this and take 30% of sales revenue on Steam, for five years.” The second is a distribution deal. The first is a claim on your future. Same goes for “milestone royalties”, if you promised someone 2% of revenue if the game hits 100K sales, you’ve now got a permanent accounting obligation.
No approval rights over decisions that matter. If you’re splitting ownership with someone, you need joint approval (or a tiebreaker process) on major decisions: pulling the game, adding paid content, licensing it to platforms, hiring or firing people. If one person can make these calls unilaterally, the other person’s investment is at risk.
Vague termination clauses. “Either party may terminate at will” sounds fair until one party terminates and the other party’s not sure if they’re still paid for work in progress. You need specificity: how much notice, what happens to work in progress, what you owe them.
Everything assigned to “the company” and no legal entity exists yet. I’ve seen developers promise 50% of profits to a co-developer of their “future LLC,” sign nothing, build the game, then incorporate as an LLC and suddenly the co-developer’s claim is murky. Formalize this before you’re valuable.
When You’re the One Being Handed a Contract
Most developers’ first contract experience is being handed one, not writing one. A publisher, a platform, a service.
Read the whole thing. Not skimming. Actually read it. Audio version helps if reading dense prose makes you want to pull your hair out. I read long contracts at 1.5x speed while walking around. Keeps the blood flowing.
Pay special attention to these sections:
- Term and termination. How long does this last? Can either side end it? What happens to your game and your money if they do?
- Revenue splits. What do they take? From what? Do refunds or chargebacks come out of your cut or theirs?
- Approval rights. Do they approve content? Updates? Pricing? Marketing claims?
- Exclusivity. Can you sell your game elsewhere, or are you locked in? For how long?
- Liability. If something goes wrong, who’s legally responsible? Who pays for lawsuits?
If something confuses you, it’s either poorly written (their problem) or it’s intentionally vague (worse). Either way, ask for clarification before signing. “Can you explain what ‘reasonable marketing efforts’ means in Section 4?” gets you a written answer that becomes part of the deal if they respond.
Most contract clauses can be negotiated. This is the thing developers don’t realize. That contract isn’t a test you pass or fail. It’s an opening offer. You can say, “This term is three years, we’d prefer one year with renewal options” or “You take 30%, we’ve worked with other publishers at 25%, can we do that?” Publishers expect this. It’s normal. What’s not normal is saying yes to everything without reading it.
[Scenario: Indie developer gets offered a publishing deal, contract says publisher gets all IP ownership and 40% of revenue forever] โ [Developer pushes back, says “We’ll do 40% for five years, then it reverts to us unless we renew; IP stays with us”] โ [Publisher agrees to five-year term with renewal option; developer keeps IP; this adds maybe $80K-$150K in long-term value for the developer because they might license the game elsewhere after year five]. This happened, and it hinged on the developer reading Section 2 and saying “no” to the first offer.
What Happens When Things Go Sideways
You’ve signed something, and now there’s a dispute. Your co-developer disappeared. The publisher isn’t paying you. A contractor is claiming they own the art they made. Here’s what the contract determines:
If the contract’s good, it tells you who gets to decide what happens. Arbitration? Court? Who pays the lawyer? Can you pause the game to settle it, or does the game keep running and you fight while money’s flowing?
If the contract’s vague, you’re in the legal system, which is slow, expensive, and unpredictable. A contract dispute over a $30K game can cost $15K in legal fees before you see a judge. That’s the world you enter if you haven’t written things down.
Most of the time, a contract dispute resolves when both sides realize what the contract actually says. Someone’s reading it for the first time during the fight, and suddenly there’s clarity: “Oh, the contract says this and this, so actually we owe you money.” Deal happens, everyone’s mad, life goes on.
Sometimes it doesn’t. Sometimes you need a lawyer to enforce it, or sometimes the dispute is over something so small that fighting it costs more than you’d win. This is why contracts matter but aren’t magic, they create a framework for resolving problems, but they can’t prevent all of them.
The One Thing to Do Before Your Next Project
If you’re shipping something soon, or you’ve already got collaborators lined up, commit to this: before a single dollar changes hands, you and your team, or you and your publisher, or you and your contractor, will sign something in writing saying what happens next.
One page is fine. Five pages is better. Fifty pages written by their lawyer with 10 rounds of negotiation is what the big studios do, but you don’t need that yet.
The contract doesn’t need to be fancy. It needs to be specific. Names, dates, money, ownership, what happens if someone leaves, what happens if you hit $100K in revenue. That’s it.
This takes a weekend. The cost, either DIY with a template, or $400 in lawyer review, buys you peace. And clarity. And when someone inevitably disappears or forgets what they promised, you have something to point to.
Sources
- IGDA Contracts and Legal Resources: Official game developer resources including contract templates for freelancers and independent developers.
- International Game Developers Association (2024) GDC Survey on Contractor Agreements: Industry survey data on common contract disputes and IP ownership in game development.
- [U.S. Copyright Office
Photo: RDNE Stock project via Pexels
Jordan Lee





