Every so often, the online discourse returns to a thorny topic in creative industries: working for exposure. The general sentiment is to NEVER work for exposure (i.e., creators should always get paid in cash money), but what does “exposure” actually mean and when might it make sense to work for exposure?
What Might Exposure Mean or Include?
Regardless of whether a creator is paid monetary compensation or not, working on a project can help that creator build a portfolio, learn a new skill, meet collaborators, reach an audience they would not otherwise have access to, or more. Those all constitute forms of exposure. And to be frank, I have taken on work for free or reduced rates where I have been less familiar with certain industries or forms of contracts and have wanted to learn about what those contracts look like. I don’t think that diminishes my value, I think it’s a practical tradeoff.
But that tradeoff should have limits and those limits should be specified.
Exposure Is Not a Defined Form of Compensation
The primary problem with “exposure” is that it can mean almost anything.
Will a creator receive a visible credit in the game? Will they be tagged in marketing materials? Will they be able to use the work in their portfolio? Will the project be released to an audience large enough for that exposure to matter? Will they receive introductions to potential clients, collaborators, or publishers?
Or does “exposure” simply mean that their work will exist somewhere online with their name potentially attached to it?
Those are very different things.
If someone is offering exposure in exchange for work, they should be able to explain what that exposure looks like in practical terms; terms that can be written down, preferably in a binding contract. A vague promise that a project “could blow up” is not the same as a commitment to credit someone, promote their work or give them meaningful portfolio rights.
When I’ve taken work for “exposure,” I’ve made clear what I’m providing, where my limits are, and what I’m receiving in return.
“We’ll Figure It Out Later” Is Almost Never a Plan
A common version of the exposure arrangement is that everyone agrees to work now and discuss compensation later. Problems often arise.
People may have different ideas about who owns the work. One person may assume they are building a portfolio piece, while another may assume the work is being contributed permanently to a commercial game. A developer may believe they are earning a share of future revenue, while the project lead may think they are simply receiving a credit.
Those misunderstandings are easier to avoid before the work begins.
Even a short written agreement can answer important questions:
- What work is each person contributing?
- Who owns that work?
- Is the work being licensed or assigned to the project or is it a work-made-for-hire?
- Will the contributor be paid now, later, or only if the project earns revenue?
- What does “exposure” actually include? A credit? A portfolio license? Something more?
- What happens if the project is abandoned or someone leaves the team?
Answering these questions early and clearly (preferably in a contract), will prevent future confusion down the road.
One Last Consideration
Creators and workers generally often pay themselves in exposure: they write blogs, make content, study new topics, network, etc. Sometimes an opportunity with a third party may shortcut those processes that a person could otherwise do on their own. Creators should consider the tradeoffs between taking an outside opportunity where they may give up rights or ownership of a project and doing a project on their own.
Conclusion
Not every unpaid opportunity is exploitative, and not every paid opportunity is fair. The point is not that developers and creators should never work for free. Instead, they should understand what they are receiving and what they are giving up and decide whether that exchange makes sense for them. If a creator is building a project with collaborators, they should consider contacting legal counsel to put clear expectations around compensation, ownership, and credit around any project in writing early on.
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