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The idea's originator
game designer
Programmers
graphics creation
sound
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oki so lets break this down ... lets say you have £40,000 to share between everyone (this is your budget for the game however you may end with more)
Firstly Bonuses - this normally is set as 1% of the final total -> £1,000 <-
So what would count as a bonus?
Lead Programmer
Lead Artist
Game Designer
Next as the Music Developer doesn't need to be closely intergrated into the development, this persons pay should be setup kinda like a bonus or PER work thing.
Becuase of this should be set to 10% of the bonus's for say each 5minutes of work. -> £200 per 5min of music <-
Might not seem like but as an adverage you'll see around 45mins of music, not nessarily different but as a muscian oftenly isn't a sound engineer and vice versa then you notice it is relatively fair ... and 45min would be £1,600 which is more than worth the work taken to produce on such a scale.
Now that we've covered that we can get down to what the actual developement staff deserve.
As you have to take out the bonuses and Music from the total, which you will even the Bonus to the neast £500 and an extra £1,000 for underbudgeting needs - and trust me giving yourself a leaway is always good for financing.
Suchas the Musician doing more work than you'd expect or something.
Current Total = £33,000
Now from this we need to specify the groups of people that will need the payment ->
Programming ->> 45% (£14,850)
Artists ->> 50% (£16,200)
Sound ->> 5% (£1,650)
(as you can see how fair this is shaping up
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Now the Artists get more, simply because you're more likely to have more than one Artist than you would having more than one programmer.
However from this you can also setup special dividables for actual work done ... e.g a simple texture artist could get less than a 3d artist who does textures as well.
from this you then divide up amongst the people in these areas.
Althought I would encourage each of the people UNDERSTANDING about the other things ... i would not actively encourage a Muscian say to actually learn to ACTUALLY program.
They're there to learn thier skills further as a team, not learn brand new skills. Part of those skills are understanding basic techniques for producing things and desired effects for your work or editors for creating it.
However actually learning it themselves takes away from thier area of actual focus, this oftenly makes work sloppy and rushed and puts more stress on the lead Artist or lead Programmer who has to neaten all the work up and make it consitant in its style.
The idea of amature teams is to prepare them for REAL work, or to produce something in a professional mannor.
Having people actually learning things they will never use upon the project will lead to nothing productive.
Also if you pay them upfront, I would get them to sign a contract beforehand that IF they leave the project then they will be entitled to Nth amount of money however the rest they will have to give back.
So say 10% of the final total
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because it'll be similar to a severance but if they decide to quit.
Just my thoughts on all of this hehee
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