There's genuinely no money
Rev-share is a substitute for funding you don't have. Offering it while you can afford to pay is asking someone to finance you at their own risk.
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Instead of paying people up front, the team agrees to split whatever the game earns later. It's how unfunded projects attract skilled collaborators — and it's a real trade, not free labour.
In a salaried studio, the studio carries the risk: it pays people whether or not the game sells, and keeps the upside if it does. In a revenue-share team, the contributors carry the risk with the studio — they work now, get paid only if the game earns, and in exchange take a share of that income rather than a wage.
Each person's share is usually based on how much they contributed. An artist who produced most of the game's visual content has a larger claim than someone who did one week of bug fixing, and a fair model reflects that.
That's the whole concept. Everything difficult about revenue sharing is in the details: measuring contribution, handling people joining and leaving, and writing down the agreement before anyone has a reason to dispute it.
Revenue share isn't automatically fair or unfair. It depends on conditions that are worth checking honestly before you offer it or accept it.
Rev-share is a substitute for funding you don't have. Offering it while you can afford to pay is asking someone to finance you at their own risk.
A share of nothing is nothing. If the project has no plausible route to revenue, be honest that you're asking for a favour rather than offering a deal.
If nobody can say who did what, the split will eventually be decided by whoever argues best. That's the most common way rev-share teams end badly.
A verbal split is not an agreement. It's a shared memory, and shared memories diverge exactly when money appears.
The common approach is a contribution-weighted split. Work is tracked as it's completed, each piece carries a weight reflecting effort and difficulty, and the totals determine each person's percentage of the revenue pool.
The alternative — fixed percentages agreed at the start — is simpler but ages badly. It assumes you can predict, on day one, how much each person will actually contribute over two years. Teams usually can't, and the person who over-delivers ends up resentful.
A middle path is common in practice: a pool split by tracked contribution, with the percentages reviewed at agreed checkpoints so nobody is locked into a stale assumption. See royalty points for how contribution becomes a number.
Nobody wrote it down. The single most common failure. The team agrees verbally, the game earns, and five people have five recollections.
Contribution was never tracked. Without a record, the split is negotiated from memory, and memory favours the confident over the diligent.
Someone left and nothing was agreed. Departures are guaranteed on a multi-year project. If the agreement doesn't say what happens to a departing contributor's share, you're deciding it during a conflict.
Fixed percentages set on day one. Reality diverges from the plan, and a percentage that made sense at kickoff can look absurd two years later.
Rev-share confused with equity. They're different things with different legal and tax consequences — see the comparison page before you promise either.
Most rev-share disputes are really record-keeping failures. The record is free.