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The Hidden Cost of Revenue Share Deals

Let me preface this with the following: This does not aim to cast those who use revenue share deals as evil - it simply aims to frame the arrangement in a different light to draw attention to its (possibly) unintentionally harmful effects and asymmetric nature. However, should you choose to take any of this as a personal insult, you have my gleeful permission.

Let's get to it.

Revenue share and deferred payment models are common in the game industry, especially for freelance composers and other creative contributors. They are often presented as mutually beneficial partnerships, giving creatives the chance to work on exciting projects while allowing developers to manage tight budgets. 

But this has serious implications for equity and access in the industry.

Creatives as Unofficial Financial Institutions

At first glance, a revenue share deal may seem like a clever workaround for budget constraints: the composer provides their services up front, and once the game starts making money, they receive a percentage of the revenue. But this is not a partnership - it is financing. 

When a composer takes on this kind of arrangement, they are acting very much like a financial institution extending a loan.

Here’s how it works: the developer needs a product (music, art etc) to move their project forward, but they don’t have the cash to pay for it right now. The composer agrees to defer payment, offering their time, energy, and resources up front in the hope of recouping that investment (and maybe making a profit) later. 

That is, by definition, credit. 

The only difference is that the composer isn’t lending straight cash; they’re lending valuable labor and the license to intellectual property that is normally paid for, and they are doing it without the collateral, interest, or legal protections typical of a formal lending agreement. Often the music is so customized to the product that there is almost no point including a clawback clause anyway - it probably wouldn't be licensed elsewhere.

Financial institutions take on risk too, but they structure their loans to be assets. Even if the borrower defaults, there are legal… solutions. Loans are secured against collateral, and payments are contractually enforceable by institutions with the ability to hire teams of lawyers. Not to mention that this business of taking on risk is the entire business model of a lender. 

Composers and artists are not lenders, or capital owners - we are laborers.

In stark contrast, a revenue share offers no guarantees. The payout is entirely contingent on the commercial success of the product, which is highly uncertain, especially in creative industries like gaming. And even in a successful situation, an unscrupulous client might seek to minimize that payout with some form of Hollywood Accounting.

This means that while banks can classify a loan as an asset on their books - even if repayment is months or years away - a composer’s revenue share agreement is a speculative hope, not a guaranteed return. If the game fails to ship, or doesn’t sell well, or never sees release at all, the composer may receive nothing. 

No compensation, no fallback, and no legal leverage to recover lost labor.

So while the developer walks away with a complete asset - i.e. original music that enhances the value and polish of their product, artwork that does the same - the composer walks away with only risk. Unlike a financial institution, they’re unlikely to have the financial buffer to absorb that loss.

Let's take a look at how this compares to traditional financing.
Aspect
Composer (Revenue Share Deal)
Bank (Loan)
What is provided up front?
Labor, creative service, original music
Cash or capital
Nature of contribution
Unpaid work with deferred, contingent compensation
Monetary loan with interest
Risk assumed by provider
Total risk; may never receive payment
Calculated risk; has legal protections and collateral
Collateral or security?
None – repayment depends entirely on product success
Often secured by assets or legal claims
Return on investment
Uncertain; contingent on revenue (if any)
Contractually guaranteed interest over time
Legal protections for nonpayment?
Usually none; nonpayment is not a breach of contract
Full legal recourse for missed payments
How it's recorded by borrower
No liability shown on balance sheet; appears "debt free"
Liability recorded as debt on financial statements
Perception of borrower’s finances
Looks lean and investable due to off-the-books labor
Debt obligations clearly listed and accounted for
Who benefits immediately?
Developer/company: gains asset (music) without cash outlay
Borrower: gains cash, but must plan repayment
Who is financially exposed?
Composer: unpaid, with uncertain future returns
Bank: protected, with diversified portfolio and legal recourse

Financial Stability Bias and the “Pay to Play” Dynamic

One critical characteristic of revenue share agreements is that they are only realistically available to composers who have the financial stability to absorb the risk of deferred payment. Not everyone can afford to work for free or delayed compensation for months or even years while hoping for a future payout. 

Those with stable savings, secondary income, family financial support, or fewer personal obligations are far more able to take these deals. If you have children to support, ailing parents, expensive rent in the city you have to be in in order to get work, it gets tricky.

This creates a troubling bias in the industry’s hiring practices. Rather than selecting composers purely on talent, style, or suitability for a project, developers may inadvertently select the richest and most willing individuals - those who can afford to take the financial gamble. After all, those who cannot afford it have already been filtered out, skewing the selection process even before creative ability is taken into consideration.

Over time, this creates a “pay to play” dynamic: the opportunity to contribute to high-profile or promising projects increasingly goes to those with the economic privilege to subsidize their own work. 
Additionally, the option of zero upfront cost puts downward pressure on the wages studios are prepared to pay even when they do have cash available for this purpose.

The implications are profound:

  • Talent is sidelined in favor of financial backing. Brilliant composers without a financial safety net may be shut out despite their skills.
  • Economic privilege becomes a gatekeeper. Creative careers become more about who can survive unpaid risk than who can produce the best work.
  • Shrinks the pool of eligible creative talent. This model disproportionately excludes people who statistically have less access to economic resources.

This “pay to play” culture not only undermines fairness but also impoverishes the industry’s creative potential by narrowing the pool of voices and styles.

Subsidizing The Industry

This is not just an issue of individual choice; it is a systemic problem. When revenue share becomes the default or unspoken expectation for new entrants in the industry, especially in the indie sector, it becomes a barrier to access. It effectively asks people to subsidize the industry with their labor in hopes of a possible payout down the road. 

It can also create the unspoken expectation that only those who can afford to go unpaid for months or years are truly "passionate" or "dedicated," which is frankly, a load of shit.

This is not the only way aspiring creatives are pushed out. Fully produced orchestral demo tracks, expensive conference fees, and unpaid internships further compound the problem. A fresh graduate may face thousands of dollars in upfront costs just to be seen as competitive, costs that are simply insurmountable for many.

A Caveat

Look, in the startup world, it is common for founders and early advisors to provide some level of unpaid labor in exchange for equity/ownership in a company that is expected to grow and turn into something amazing. But a third party contributor is not an ESOP-bearing employee, nor are they in any way, owners who bear risk in exchange for control, future profit, and so on. 

If you want to know exactly how sincere a client is who asks you to take on such risk for a revenue share, ask for a formal agreement that promises stock in the company commensurate with the value of services provided, vesting over agreed milestones until your contribution is complete.
So for example, if you're being asked for 30 minutes of music, and you agree that the current going rate is some arbitrary number, like 2000 USD per minute, that's 60000 USD of value you are providing upfront. If the company has already raised financing, it means they have a concrete valuation on the books with their shareholders. 


Such a debt-based mechanism is often used in lieu of cash as compensation to early contributors such as advisors and so on. It is still risky, and personally I always prefer cash upfront, but at least this way there are some guarantees, it's on the books and the end result would be effectively similar to a revenue share. Your company gains an asset.

If they don't like it, they can cough up.

That's Just How It Is

There is a pervasive attitude in the industry that this is just “how it is.” 

But accepting these norms without question ensures that the same patterns of exclusion and exploitation will continue. While some may shrug off the concerns as part of “paying your dues,” others recognize them for what they are: structural barriers that keep talented, diverse voices out of the creative pipeline.

We should be deeply skeptical of any model that relies on unpaid or underpaid labor while others profit. Equity in the game industry or any creative field requires more than platitudes about passion and opportunity. It requires fair compensation, transparent agreements, and a critical look at how we define value and success.

In the end, choosing to speak out against exploitative norms is not negativity; it is necessary. Because a truly inclusive creative industry does not ask people to mortgage their futures in exchange for a shot at their dreams.

_____________________________
Co-Founder & Composer
Game Audio & Custom Music Outsourcing

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