SigninG a Publishing Contract

4A. Development of Game content, Mechanics, and theme

Most designers are appreciative of the development work that publishers do to refine their game before publication. You should trust that an experienced publisher knows what they are doing, but it is also entirely reasonable to want to sign off on the changes that they make to your game.

1. Ongoing process

Publishers vary wildly on the level of development that they do on a game and also on the level of work that they expect you to do. Before signing a contract, it is good to have a conversation about how you both want that process to work, and you may want to put some of it in writing. 


For example, this is a sample clause you might ask for from a publisher planning to do development on your game without your direct involvement. How often do you want to be given the opportunity to weigh in on their direction? 

PUBLISHER AND DESIGNER shall meet within 15 days of the Effective Date to discuss the overall schedule for development and publication. Thereafter, the Publisher shall communicate at least once every [30/60/90] days to DESIGNER: 

  1. Any changes that have been made to the schedule for development and publication. 
  2. Any changes that have been made to GAME. DESIGNER shall have the opportunity to review the current version, playtest it, and provide feedback. 

If the publisher is not planning to do all of the development, and is instead asking you to do significant additional work (not just because you want to be involved in work that they would otherwise do without you), make sure you get an advance that reflects this, or have a clause inserted into the contract that limits the amount of work they can ask you to do. With a signed contract, you deserve not to be working without any guarantee of payment.

2. Final approval of changes to content, mechanics and theme

Instead of, or in addition to, the clause above asking for ongoing input, you could ask for a clause that gives you one final review of changes to your game. Some publishers may balk at this — it is their product, and they will want final control. However, international law recognizes that creators should have the moral right to the integrity of their work — that is, the right not to have a work modified in a way that might harm their reputation. Here are two different ways that we have seen this addressed in boardgame contracts:

For the best possible realization of GAME, PUBLISHER shall be free to choose an appropriate title, design, presentation and components. PUBLISHER shall notify DESIGNER of such proposed changes and give due consideration to DESIGNER's suggested changes. In no case shall PUBLISHER make changes to the core mechanics or rules of gameplay provided by DESIGNER without DESIGNER's approval and consent.

Changes to the name, theme, the game system, the characters, the content, or the rules of the GAME must be approved by DESIGNER before production begins. DESIGNER may withhold approval of PUBLISHER’s submissions for the following reasons:

  1. The submissions are materially different than the written or verbal understanding between DESIGNER and PUBLISHER regarding the direction, tone, style, genre, or theme of the game.
  2. The submissions would not be considered an embodiment of DESIGNER’s Work by an objective third party.

If approval is not granted by DESIGNER, PUBLISHER will not begin production until DESIGNER’s concerns are addressed. Failure to resolve these concerns 90 days after the submissions are made to DESIGNER shall be grounds for either Party to terminate this Agreement, or to submit the dispute to arbitration at its sole discretion.

3. Final approval of print files

Not everyone wants to be involved in a careful final review of the print files, but this is your last chance to catch typos and other little problems that could have a big effect on your game. 

Too many designers are given only a cursory amount of time to review these files. You can try to safeguard against this by creating a contract provision that requires that you have a certain amount of time to review. It’s much easier to get a publisher to agree to these timeframes at the beginning of the process than when they are under a time crunch.


Outside the contracting process, be proactive about repeatedly discussing the timeframes that you put in your contract for reviewing things, so that your review time is built into your publisher’s schedule — and so that you know when you will need to be available for review. Things always run late, and “we need to print this now so we can have it at Gen Con” is a real constraint. Work with your publisher to plan ahead, and everyone will be happier for it.

Prior to the start of production of GAME, PUBLISHER will provide a copy of all final print files to DESIGNER for review and approval. DESIGNER shall reasonably cooperate in reading, correcting, and returning all files within [5/10/15] business days of receiving them. If DESIGNER does not respond within [5/10/15] business days, approval shall be deemed granted.

Share by: