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October 25

contract

Model Contract

For Publishing And Developing Interactive Entertainment Content

为出版和开发互动娱乐内容

Version 4.1 February 2006

Tiga and Sarassins LLP

 

Contents

 

1.       Introduction

2.       Business Model

3.       the Model Contract

3.1    Clause1  -Definitions

3.2    Clause2  -Obligations During Development

3.3    Clause3  -Testing and Acceptance

3.4    Clause4  -Intellectual Property Rights

3.5    Clause5  -Marketing, Supporting and Publishing the Game

3.6    Clause6  -Financial Provisions

3.7    Clause7  -Termination

3.8    Clause8  -Warranties and Indemnities

3.9    Clause9  -Limitations of Liability

3.10   Clause10 -Confidentiality of Business Information

3.11   Clause11 -Miscellaneous Provisions

 

4.       Schedules –Deliverables, Delivery Dates and advance payments

4.1   Schedules –Publisher assets and information

4.2   Schedules –Retained Technology and Assets and Third Party Software

4.3   Schedules -Credits

4.4   Schedules –Royalty rates and royalty statements

4.5   Schedules –Key Staff

4.6   Schedules –Marketing Assistance

 

 

Introduction

 

These guidelines accompany the Tiga model contract for commissioning interactive entertainment works. Following the same structure as the model contract, it explains the principal issues that the model contract covers. Before addressing those in detail, it is important to describe the background to this project.

 

Background

 

The costs of negotiating and concluding publishing agreements can be substantial. These agreements are often very complex and generally require a lot of work by senior managers and lawyers on both sides. They often take many months to conclude, Which can mean that development is either substantially delayed, or that it has to commence before the agreement is in place.

 

 

This state of affairs is not unique to the games industry and many older industries, such as advertising and construction, have developed model contracts in order to simplify this process, Such contracts provide a framework for the parties to build on, reducing the number of issues to discuss, and thus shortening the negotiation process. The process of creating these documents takes many years, but is has to start somewhere. The Tiga model contract project is intended to mark the beginning of this process in the games industry.

 

THE MODLE CONTRACT

The model contract is a draft agreement governing the creation of a video game by a developer to be published by a publisher. It contains only the terms considered to be absolutely necessary in this type of agreement. In some though not all cases. Many other terms will be necessary or useful. However, unless a term is considered necessary in all cases, it has been omitted from the model contract and is instead addressed in these guidelines.

 

The model contract addresses two separate models for owning the intellectual property rights in a game. In model A, the developer retains all intellectual property rights in the game, and simply grants an exclusive licence to the publisher to exploit the game commercially. In model B , the developer assigns all intellectual property rights in a game, except for certain technology and assets, to the publisher. This second model is very similar to the “work for hire” model often   favoured by US publishers.

 

The model contract consists of a collection of different commercial terms, some of which are noted as being “variable” by the presence of square brackets. However, no term is sacrosanct and all are open to negotiation. The contract is not intended to dictate terms to developers and publishers, but rather to act as a neutral framework that minimizes the additional effort required to reach a final agreement. Both the model contract and the guidelines will continue to evolve after initial publication. If you would like to be kept up to date please keep an eye on Tiga`s website, or email Vincent@sarassin.net.

 

THANKS

 

I would like to thank all of those people who contributed to the development of the model contract. The model contract has benefited from the review and comments of specialists throughout the games industry, including publisher` in-house lawyers, senior managers and professional intermediaries, together with all of those individuals who participated in crating the Tiga template terms for royalty calculations. I would also like to thank Tiga, codeworks and EM Media for undertaking this task, and the lawyers at Osborne Clarke for their invaluable assistance.

 

Finally

 

Finally I must make it clear that neither the contents of the guidelines nor the model contract are legal advice or a substitute for legal advice. You should not rely on the contents of the model contract in order to do (or refrain form doing) any thing or taking(or not taking) any course of action. Always take specific legal advice before entering into any video game agreement or arrangement. The model contract has been designed to operate under English law and should not be used under the laws of any other jurisdiction. Your use of the model contract and the guidelines is subject to terms set out on Tiga`s website.

 

 

Business model

 

Actual model

 

The model contract assumes that the parties have agreed the following business model:

 

1.       The developer agrees to develop a particular game to be published world wide by the publisher, without limitation of time.

2.       The specifications for the game have been agreed.

3.       the game is to be developed for a single hardware platform, for example the PSP.

4.       the developer may use middlewar.

5.       the publisher will participate in the development process, including by creating localized assets for the game.

6.       the publisher will fund the development of the game by paying agreed sums on achievement of agreed milestones.

7.       these sums are advances against royalties on sales of the game. Royalties are to be paid by the publisher to the developer on a quarterly basis.

8.       the game may be based on a third party licence.

9.       if the development process is terminated due to the default or bankruptcy of the developer, the publisher is entitled to take over and complete the development of the game.

 

 

Alternative models

 

Currently the business model described above is the one preferred by much of the video games industry.

 

 

Variations to this model have included the following:

 

1.       the game is developed for multiple platforms.

2.       the game is funded by a third party, like a band or a project finance specialist, such as fund4games.

3.       the publisher pays the developer a royalty or bonus on all sales, without any recoupment of advances.

4.       the developer, rather than the publisher, has acquired a third party licence on which the game is based.

5.       the contract extends to future games, such as sequels or ports.

 

While the model contract has been designed to accommodate these variations with minimal adjustments, some adjustments will be necessary if an alternative model is used.

May 27

concept

concept
May 26

2007dare to be digital 中国赛区优胜!!!

中国原创游戏登陆欧洲顶级游戏设计竞赛

425号由英国驻中国大使馆文化教育部承办的2007挑战数码时代Dare to be Digital游戏设计国际大赛中国赛区决赛中,由北京大学Phoenix Seeds小组取得冠军,获得前往英国参加最终决赛的资格。   

他们的游戏“小熊回家”以其独特的创意和设计在来与自全国十几所高校的20多支团队的竞争中取得了来自中国和英国双方评委的一致赞扬和肯定,在3轮残酷的比赛中笑到了最后。这也是中国第一次以小组为单位独立策划和设计原创游戏来参加Dare to be digital,他们将同来自全世界不同国家的多支小组一起,在苏格兰阿伯泰.邓迪大学进行为期2个半月的决赛。

小组组成:

组长:包峰铭

组员:邓晰 王光耀 李毅

 

 

 

“(挑战数码时代Dare to be Digital)”- 英国学生电子竞技/教育性娱乐大赛奖学金项目

 

挑战数码时代是独树一帜的数码产品开发竞赛,面向艺术类大学的学生(本科生或者研究生)。竞赛通过选拔,筛选出的学生将获得挑战数码时代国际奖学金的支持前往苏格兰,共同将自己的数码产品概念/创意变成现实。并与其他国家的学生进行角逐产生最终大奖。在2007年的赛事中,挑战数码时代将在英国大使馆文化教育处的组织下从中国/印度两国各挑选4名优秀学生,与一名苏格兰学生组合成5人国际小组,共同参与在苏格兰的挑战数码时代2007”总决赛。摘得前三名的小组将荣获于200710月颁发的英国视频游戏最有才华学术新人奖”(BAFTA)


此项大赛可以带给参赛者最大的收获是:

获得参加国际大赛的经验
挑战数码时代2003年在马来西亚开办以来,此后每年的规模和影响不断扩大,得到了来自苏格兰行政院(Scottish Executive),苏格兰工商委员会(Scottish Enterprise),邓迪市议会( Dundee City Council)和一系列著名机构和公司如 NCR公司(NCR Corporation, EA艺电(Electronic Arts)及AMD超威半导体(Advanced Micro Devices)等的赞助。在挑战数码时代中,与来自世界各地的优秀选手切磋,对参赛者本身来说可以获得宝贵的与国际高手面对面的机会,同时对参赛者各方面的能力都是一种挑战和锻炼。

为有才华的学生提供培训和个人发展的机会
挑战数码时代为每个参赛团队提供奖学金,在2007年暑假(6 – 8)到苏格兰阿伯泰邓迪(Abertay Dundee University)大学,与其他国家的优秀学生团队进行为期十周的数码游戏竞技。在苏格兰期间,他们还将获得来自数码科技娱乐企业高层管理人员以及阿伯泰邓迪大学教授提供的商业培训课程。最终获胜的小组还有望获得专业的商业指导与支持,将自己的雏形创意开发为最终的商业游戏产品上市推广。

许多挑战数码时代的参赛者都被业内人士所认可,获得在业内著名公司工作的机会。如Rock Star North, EA艺电, Codemasters公司, Rade以及 Deep Red Games等。此外,挑战数码时代项目还产生了 5家由充满创意的学生建立的公司,他们通过挑战数码的比赛获得了外部投资或者商业合同,从而打造了自主创业的一片天空。一名2006年的中国选手在比赛后获得了在国际知名电子产品生产企业EA艺电(上海)工作的机会。

获得全额的资助和全程的支持
挑战数码时代的奖学金计划为被选择的每位国际学生提供包括往返苏格兰的机票,1700英镑的10周项目参与经费以及全过程的免费校园住宿。同时,抵达邓迪的国际学生将由主办方统一安排一位伙伴以帮助选手们更快的适应当地生活。这名伙伴将由在苏格兰生活工作了一段时间的印度人/中国人担任。他/她的作用在20052006年的比赛中都给国际学生留下了深刻印象。

获得将自己的想法变成现实的机会
挑战数码时代为学生们提供一个微缩的真实世界环境,让他们获得完成创意所需要的资金和技术支持,每个参赛团队都可以在游戏工作室的环境里用十周时间将其数码产品概念转换为产品雏形,并将其呈现给潜在的投资人和未来的雇主。此种活动形式被Develop杂志称为你所能想到的最接近现实商业游戏开发环境的方式。如果你想将个人最有创意和灵感的想法付诸实现,参加挑战数码时代可以让你梦想成真。

 

December 10

注解

注解:初族:不能长大永远保持小孩状态的种族,他们样子象人类,但是却没有眉毛,他们都在头上带自己做的装饰帽,里面放着很多小玩意,有些对他们来说却是非常有用的工具,他们穿很少的衣服,光着脚板,然而屁股后面却有条小尾巴.也许他们身上的毛都跑到尾巴上了,那是条毛绒绒的尾巴.
初子:顾名思义:初族的"小孩"们
光礼:没有确切的解释,传说每过大约一万年,光会渗过整个屋顶,整个屋世界的生物都会无一辛免,浩劫之后的一万年,轮回重新开始.生物的种类和数量都会完全更新.
December 09

光的传说

      每过大约11100年,当天外的3色光透过厚厚的"屋顶"到布满巨大符文的"屋顶",光的力量便充满了整个"天空",确切的说是天顶,天空的屋顶.这个时候光便开始慢慢会聚,就象是从烤透的三明志里慢慢渗出来的奶油.连颜色都是乳白色的。
      这些"奶油"越聚越多,变成半球状,当张力的作用已经不能承受越来越大的"奶油"的拉力的时候,光的奶油就从屋顶坠落,在空气中迅速的冷却,它的质地由原来看起来那么的柔软富有弹性(当然,是看起来,没有人在真正去触碰过这些东西)瞬间变干变硬,就象是一快圆形的石头,整个过程就象是拔丝菠萝出锅以后的变化,它们的颜色也开始由乳白色开始变红,由岩浆一样的红又开始变黑,变成深黑,最后变成灰色.
      也许是因为这些东西是由光而形成的缘故,当这些奶油点坠落到陆地的时候,它们并非会象看起来的那样砸坏透地面,而只是落在地表,它们在落到水面的时候会浮起来而不是沉到水底,甚至连溅起来的水花都那么微不足道,一切都是那么的无声无息.这个时候这些东西便由奶油变成了岩石,我们都管他们叫光石.
      这些光石有的很大,有的却很小,他们的表面都是很深的灰色,有点象被烧焦的感觉,上面布满了裂痕,质地非常的粗糙.但是也非常的坚硬.从这些裂痕里透出一点点微蓝的光,不过有些光石里面是黄色的,他们都微微的闪动,但有时候却藏在厚厚的表面里,只剩下黑色的外壳.
      而那些传说中描绘天空的魔法师,便是从这些石头一样的"蛋"里孵化的.和风信子一样,他们也是只存在于传说中中的第7族,而从上一个千年到现在,大概已经9900多年了,由于各个王国的纪年并不一样,所以谁也不知道精确的时间,不过误差也差不多应该在500年之内,不过由于初族(注1)没有纪年,所以所有的初子(注2)应该都不会去考虑这个问题.这些法师在传说中描绘为穿着华丽的服装,但是却没有形体,他们每个都"擅长"绘画,然而也没有人知道他们画的内容,在一些古代的遗迹中偶尔能找到一些他们的杰作,不过也只是一些抽象的符号和图标,也许这就是他们的文字,人人都说里面隐藏着巨大的秘密,但是呢,天知道,不过有一个传说到是广为流传,几乎整个个屋世界的生物都知道的传说:天空的符文都是它们创造的,而每过1万年左右的"光礼"(注3)之后,魔法师们就会飞上天空,重新描绘天空的图案,光的能量才能继续,整个屋世界才会继续维持它的能量.
November 18

静的愿望

静的愿望
    问一个这样的问题:一个天生就失去双腿的人,如果突然有一天他的腿回来了,可以走路了,这种感觉和一个本来有双腿但是因为某种原
因而失去,但是最后却又恢复的人的感觉相比,哪种感觉更加微妙,更加复杂。
   可能没有这种经历的人是没有办法回答的,而对于静来说,他(*注2)更关心如何去实现这个奇迹。
   因为对于一个残废的风信子(*注1)来说,只剩下一只翅膀和只剩下一只腿的意义是完全不同的。
   和不会飞的鸟只能呆在窝里等待根本不可能的到来的奇迹的同时也在等待死亡不同,有时候太长的寿命反而让静自己觉得如此空虚,静只
能为自己找到一棵巨大的枯树,也许只有躲到这里,躲到漆黑的阴影里,然后蜷缩身体,藏起来没有意义的翅膀的感觉和被绝对零度的冰完全
冷冻的效果才是是一样的,特别是当思绪也跟着静止了以后,你会觉得时间也跟着静止了。
   依靠空气也能活下来的能力让静完全失去了与自己抗争的动力。
   等待是最痛苦的事情,特别是当你不知道自己在等待什么的时候。
   也许这就是死亡的感受,也许不是...
   注1:(风信子是世界上唯一尽其一生去"追求"死亡的生物,因为如果当他们长出翅膀以后不马上努力向着“永灰”(*注3)鼓动双翼的话
他们可能永远也不能让自己死去,而风信子这种生物又是整个屋子对世界最莫不关心的生物,除了死亡他们觉得没有任何事情值得去做,唯一
的解释也许是他们也是整个屋子唯一掌握了“虚”的真理的生物。
   注2:他们没有性别,没有所谓的他和她之分,鉴于我能使用的文字只有他和她以及人们的习惯,暂且我用他来指带。他们也没有出生地,
(其实现在可以得到的信息只是他们形成于某个特定的空气,温度,气压的雷雨天气)也没有父母,当然也没有年龄,在这个世界上也没有任
何可以挂念的东西。甚至没有什么东西可以伤害到他们。对了,他们也没有名字,之所以我称呼他为静的原因也仅仅是因为他的命运静止了,
他们是这个世界的另类,然后他们却是拥有语言的,或者说他们知道屋子里任何一种语言,虽然他们没有自己的语言,但是传说中他们却有自
己的文字,不过很难理解这种出生以后就开始飞翔的生物怎么会写字的可能。不过据说他们确实是整个屋子最神秘,最不可理解的生物之一。
   注3:永灰是风信子对他们的归宿地的称呼,在他们自己的信念里这个地方其实应该被称为希望。也是唯一可以结束他们永恒的生命的途径
。风信子都会追寻一种只有他们自己可以感觉到的气息,用他们的眼睛看,这种物质应该说是一种可以发出荧光的灰,在空气这种物质很多,
但是风信子只会寻找只有他们自己知道那些。当灰不再发光的时候他们就得尽快寻找另外的灰,如果这其中他们迷失了,也许就需要很长时间
重新寻找他们的感觉。而永灰就是当他们的追寻到了一定的程度,他们的翅膀上的羽毛开始变得透明的时候,他们会逐渐消失在空气中,身体
融化成灰的碎片,成为新的灰,而引导下一个风信子。

Vrplatform

Vrplatform,中国自己研发的虚拟现实系统,经测试很好用,详情可见www.vrplatform.com
自导模型nakoruru到VRP中,实现烘焙效果.
 
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