Contract template for game developers

Game contracts fail at the milestone review. The studio says the alpha is not really alpha; the developer says the features on the list are all in. A contract that lists what each build must contain, gives the studio a fixed window to review it, and defines what a rejection has to say, removes most of that argument.

Then there is what happens after release. Who owns the code and assets, whether you can reuse your own systems in your next game, how a revenue share is calculated and reported, and whether your name goes in the credits. Each is easy to agree at the start and hard to fix later.

Not legal advice. This is a plain-language starting point, not a contract drafted for your situation or your country. For anything large or unusual, have a lawyer where you work read it before you sign.

Clauses specific to game developers

The clauses every freelance contract needs

A plain-language sample

Copy it, fill in the brackets, and cut what doesn't apply. Shorter is fine as long as the scope, the money and the rights are clear.

1. Parties

This agreement is between [Your name or business], the game developer ("we"), and [Client legal name], the client ("you"), and starts on [date].

2. The work

We will deliver the work described in quote [number], dated [date]. Anything not listed there is outside this agreement and will be quoted separately before we start on it.

3. Milestone approval

The client reviews each milestone build within 10 working days. A rejection must list the missing or broken items from the milestone definition. Approved milestones are invoiced and closed.

4. Ownership of code and assets

On payment, game-specific code and assets made for the project belong to the client. The developer keeps its general tools, frameworks and systems and may reuse them, with a licence to the client to use them in this game.

5. Engine and middleware

The client holds and pays for the engine, middleware and platform licences, including any engine royalties on revenue. The developer works under the client's licences.

6. Revenue share

Where a revenue share applies, the client reports net revenue and pays the developer's share quarterly, with a statement showing how it was calculated.

7. Scope and overtime

Features added or reworked after milestone approval are change requests and are priced before work starts. Requests to compress the schedule are billed at the agreed day rate for the extra days.

8. Credits

The developer is credited in the game and its store listing under the name and role it provides.

9. Fees and payment

The fee is [amount and currency]. We invoice [a deposit of X on signing and the balance on delivery / monthly in arrears]. Invoices are due within [14] days. If an invoice is more than [14] days late we may pause work until it is paid.

10. Changes

The quote includes [number] rounds of revisions. Further changes, or changes to work you have already approved, are charged at [rate] once you have agreed to the cost in writing.

11. Delays

Dates in the quote assume you send feedback and material on time. If you are late, the dates move by at least the same amount.

12. Confidentiality

We both keep the other's non-public information confidential, during this project and after it ends.

13. Ending the agreement

Either of us can end this agreement with [14] days' written notice. You pay for the work done up to the end date, and anything already paid for is yours to use under the terms above.

14. Liability

Neither of us is liable for indirect or consequential losses. Our total liability under this agreement is limited to the fees you have paid under it.

15. Law

This agreement is governed by the law of [country], and disputes are heard by the courts of [city or country].

Signatures

Game developer: [name, date]. Client: [name, title, date].

Questions game developers ask

Who owns the game code a freelancer writes?

Whatever the contract says. Studios usually want game-specific code and assets assigned to them. Freelancers usually keep their reusable systems and license them into the game. Write both halves down.

Who pays engine royalties on a game?

The party that publishes the game and earns the revenue, normally the studio or publisher. Your contract should say that engine and platform fees are the client's, so they are not quietly deducted from your share.

How do I protect a revenue share in a game contract?

Define what revenue the share is calculated on, how often it is paid, what statements you receive and whether you can ask to check them. A share without reporting terms is very hard to collect.

Get it signed without printing it

OIO has contract templates built in (service agreement, retainer, IP assignment, NDA) that you edit to fit, sign in the Sign app and send as a PDF. The contract sits next to the project and its invoices. Free plan, no card.

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Also for game developers: invoice template and quote template. Contract templates for related trades: 3D artists, software developers, animators, music producers. Or browse all contract templates.