Sag Video Game Agreement

„For independent games, in particular, there is an art of classifying projects that are really format, genre, public challenges,“ Elmaleh told me. She told me that art was facilitated because it had been put in touch by several game developers – he coordinated consultations with the 20th, while union representatives were in contact with others. Their feedback led to significant changes in the agreement, which ultimately benefited independent developers and met their individual needs. This was confirmed by the SAG-AFTRA spokesperson, who told me: „We have raised the budget ceiling, removed a deadline and restructured the conditions for conditional compensation. We have signed more than 30 games to date and continue to receive feedback and data from every developer we work with. A third point of the negotiation is related to the transparency of the roles of synchronous speakers, an element of the technology industry. Video game companies have relied on the same kind of secrecy that high-tech companies use, imposed by strict confidentiality agreements, and do not want potential players to be given details of future games before committing to them. In general, these companies were concerned that leaks of seemingly trivial details from language players from a game still advertised or published could have a significant influence on social media and lead competitors in the sector to market a business with their own product. [13] Even after actors have accepted their roles, no details may have been communicated to them outside of the fundamental aspects of the character they are called upon to sing or perform, and the auditions and recording sessions, which take place via e-mail and remote communication, have not allowed the actors to inquire about the role, so that they were unprepared. [14] [13] The situation did not allow actors to know what role they should play until they were in service, causing problems when the role required „vocal stressful“ situations.

[14] In some cases, the synchronous speakers were not told what game they were playing just to discover their participation after the release of a game, making it difficult to maintain a professional resume for other concerts. [13] The union has tried to ensure that the video game industry provides players with sufficient detail about their parts without having to sacrifice their secrecy so that the players can better negotiate the terms of their contracts. [13] SAG-AFTRA and nine of the industry`s video game employers have agreed to a two-year extension of the 2017 Interactive Media Agreement for Voiceover and Performance Capture-Performer. In fact, the new agreement is a kind of „scratch start“ model of strike claims. Transparency, vote security and ancillary payments – all important issues of the union – are reflected here. The secondary payment plan for Indies in the new agreement requires that winnings be shared with the singing talent at certain generous thresholds, starting at 500,000 single sales/subscriptions, if an additional $206.38 must be paid at each 500k interval up to two million sales/subscriptions. But it also means that „SAG-AFTRA understands that different revenue models are available and are open to trade revenue participation options.“ This models a central requirement of the strike: that the spokesmen not come out of the winnings if a game is a success.