

What you are calling “false freelance” is the vast majority of freelance work. What they dont want is “false freelance” using the indie, when in reality they are working as part of the big company, just as freelance instead of employees. We expect companies making more than $100,000/yr to pay for the full commercial licenses of the software they need (as well as the artists). If you are working for hire for an organization that makes over $100,000 USD a year, even if you are making less, then you do not qualify to use Indie. If you are producing and selling your own intellectual property (IP) and make less than $100,000 USD/yr doing so, you qualify to use Indie. “The key distinction is whether what you are doing can be reasonably considered to be your own work or whether you are working for hire. They dont want that big companies force their employees to be freelance, to move all licenses paid by the company to individually indie licenses maintained by each freelance. Houdini indie has not this limitation? Maybe read again the conditions. You are paid an hourly/daily/weekly rate till the project is done and the assets belong to the company – in this case you cannot use an Indie license.”Īs a freelance artist, you more often than not do not want to work at a fixed price, cause client can then complicate the artwork with endless changes and comments till you start losing money.Īs someone who hires freelancer, you may not have an exact idea of the required scope of work in advance.


You create and sell digital products and have been approached by a games company with annual revenues greater than $100,000 USD to provide them with an asset (whether off-the-shelf or custom built).“Here are some example scenarios to help you better understand when and where you are eligible to use 3ds Max and Maya for indie users:
