Famous Last Words Archive
DISCLAIMER: This column is intended for general educational and entertainment purposes and is not legal advice. Every situation is unique. Anyone entering into a contract should have a lawyer who can provide counsel.

Jim Charne,
Attorney at Law
- January 2012: Zeroing In On “Fine Print” Issues in Your Dev Agreement
- December 2011: Maintaining Confidentiality in the Social Media World
- November 2011: Both Worked on the Music – One Exploited It – the Other Wants to Sue!
- October 2011: Papering Game Development - What is Recommended?
- September 2011: Protecting Your Game’s Name – Before It Comes Out
- August 2011: Should All Studio Personnel be Stockholders?
- July 2011: “Key Employee” Considerations
- June 2011: Are We At the End of an Era? Evolving Deal Considerations
- May 2011: Composer Not Paid. What Can I Do?
- April 2011: Clearances in Video Games
- March 2011: What Can You Copyright?
- February 2011: Non-Competes for Game Developers
- January 2011: Protecting the Next Killer App
- November 2010: Laid Off - What to Expect
- October 2010: Start-up Strategies
- September 2010: Why Schwarzenegger v. EMA is important for the Games Industry
- August 2010: Copyright and Trademarks – Considerations for IP Protection
- July 2010: Ownership of IP in Casual Games Start-Ups
- June 2010: Assembling and Holding Rights in Your Game
- May 2010: How “Equitable” is “Equitable Relief?”
- April 2010: Developer's Non-Competes
- March 2010: Publisher's Further Use of Developer's Tools and Tech
- February 2010: Composers' Use Their Game Music for Demos
- January 2010: New Year's Resolution - Reread the Boilerplate
- December 2009: Protecting a Name
- November 2009: Seeking Permission to Work on Outside Projects
- October 2009: How Far to go to Protect Rights to your Work
- September: When is it time to Incorporate or Form your LLC
- August 2009: "Fair Use" of Portfolio Samples
- July 2009: Setting the Bar for Milestone Approval
- June 2009: Developer's reps that say "DANGER AHEAD"
- May 2009: Use of Games Music Beyond Games
- April 2009: When the Publisher Wants Your Tech
- March 2009: Oral Amendments
- February 2009: Ideas, NDA's and Getting Ripped Off
- January 2009: Who owns IP that's NOT part of a game?
- December 2008: NDAs: Bombs In the Boilerplate
- November 2008: Who Owns Student Work Product?
- October 2008: Hoping for the Best Planning for the Worst
- September 2008: Standard Contracts
- August 2008: Knowing Who Your Friends Are
- July 2008: Getting Started as a Games Lawyer
- June 2008: Submarine Patents
- May 2008: When Developers Finance Development
- April 2008: Making the Deal with Your Agent - Part II
- March 2008: Making the Deal with Your Agent - Part I
- February 2008: Risk is the Hinge of Any Deal
- January 2008: Royalty Calculations
- December 2007: Time is of the Essence – Part II
- November 2007: Getting Off the Ground: Start-up Suggestions for New Studios
- October 2007: Publisher Default
- September 2007: All That ... and the Kitchen Sink, Too
- August 2007: Lines of Communication in a Deal
- July 2007: The 'Bugger Off' Agreement
- June 2007: Negotiating the Audit Clause - Part 2
- May 2007: Negotiating the Audit Clause - Part 1
- April 2007: Little Things Mean a Lot
- March 2007: Hold Onto Your [Music] Rights
- February 2007: Sales Statements Action
- January 2007: No Royalty Deals
- December 2006: Happy Anniversary to Us
- November 2006: Moonlighting Rights
- October 2006: The Power of Music
- September 2006: Unique! Unusual! Extraordinary!
- August 2006: Smooth Flow of Subcontractor Rights
- July 2006: 15% of What?
- June 2006: Unenforceable Under the Law
- May 2006: Protecting Your Design Ideas at Pitch
- April 2006: Level Headed Headhunting
- March 2006: How Much Effort is Best?
- February 2006: The Common Case of Missing Royalties
- January 2006: Will Code For Royalties
- December 2005: Are Non-competes Enforceable?
- November 2005: Why Royalties are Rare
- October 2005: The Treatment of Music in Games - Part 3
- September 2005: The Treatment of Music in Games - Part 2
- August 2005: The Treatment of Music in Games - Part 1
- July 2005: A View To A Kill: When Convenience Becomes Cause
- June 2005: By Any Other Name...
- May 2005: It's a Big World Out There! - Part 2
- April 2005: It's a Big World Out There!
- March 2005: The '690 Attack
- February 2005: Focus on the Details in Start-Up
- January 2005: When Confidentiality Becomes Control - Part 2
- December 2004: When Confidentiality Becomes Control
- November 2004: Timing is Everything
- October 2004: Take it or Leave it Dev Contract
- September 2004: End User License Agreements
- August 2004: Trademark Similarity - Cause for Concern?
- July 2004: Insurance Requirements for Developers
- June 2004: The Tooth Fairy, Santa Claus, and Royalties for Developers
- May 2004: Dire Consequences for Developer Breach
- April 2004: Getting Credit For Your Work
- March 2004: Why Contracts Are Important
- February 2004: What's in a Name?
- January 2004: Strategies to Get Paid - Part 2
- December 2003: Strategies to Get Paid
- November 2003: The Value of Game Music
- October 2003: Settle a Bet
- September 2003: Breach of Contract 101 – or – When is a breach more than a breach?
- August 2003: Is a “Ten Percentery” Worth Ten Percent?
- July 2003: Duck and Cover
- June 2003: Walking Through Contracts
- May 2003: Researching a Publisher's Financials
- April 2003: The All-Consuming Pitch Prep
- March 2003: Scope Your Definitions
- February 2003: Who's Afraid of the Big Bad Non-Compete?
- January 2003: Staying out of Cash Flow Hell
- December 2002: Nothing but Net Profits
- November 2002: Contracts À-La-Mod
- October 2002: Getting Paid on Time
- September 2002: IP 101
- August 2002: Where Credit is Due
- July 2002: Money Wise/Woes
- June 2002: Let's Make a Deal
- May 2002: The Dreaded "C" Word
- April 2002: Own Your Code
- March 2002: Ownership Rulz
- February 2002: Insurance Assurance
- January 2002: The Truth on Royalty Rates
- December 2001: Time is of the Essence
