09 Jun, 2026 | 7 min read

Paying a global game-production team out of storefront revenue

Zara Chechi
Zara Chechi

By the time a game ships, the credits roll past dozens of people who were never on your payroll. An outsource art house in Eastern Europe, a freelance animator in Argentina, a composer in Japan, a voice cast recorded across three countries, a QA team in the Philippines and perhaps a co-development studio sharing the build. Each of them invoices you in their own currency, on their own schedule, and most of your revenue arrives as US Dollars from storefronts.

That mismatch is the core problem of game-production payments. You are converting a USD-heavy income stream into a long tail of payouts in euros, pounds, yen, pesos and more, often several times a month. This guide covers the specific contributor mix that builds a game, the wrinkles that come with each, and how to pay them without losing a slice to conversion on every single transfer.

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A business account built for game studios

The cast that builds a game

Game production rarely happens inside one building. A typical title pulls in outsource art studios for environments and characters, freelance animators and riggers, a composer or music house, session musicians, voice actors and a casting or recording studio, localisation vendors, and a QA team that may be a separate company entirely. On larger projects a co-development studio shares the actual engineering.

What unites them is that they are external, specialised and geographically scattered. They are not contractors in the generic sense of a few remote developers; they are a production supply chain, each link invoicing in a different currency and often expecting payment in their own. Treating them as one homogeneous accounts-payable queue is where studios start losing money and goodwill.

Music and voice carry extra terms

Composers and voice actors are not just another invoice. Music engagements often distinguish between a work-for-hire buyout, where you own the recording outright, and a licence, where the composer or a publisher retains rights and may be owed ongoing royalties or usage fees. Session musicians and the use of any existing tracks can carry their own licensing and royalty considerations on top of the headline fee.

Voice work can be structured similarly, with buyouts, session fees, and in some markets union or residual arrangements. The practical point for cashflow is that a music or voice contributor may represent both a one-off payment now and a recurring obligation later, frequently to a rights holder abroad. Read what you are actually buying, and make sure the recurring portion is budgeted, not just the first cheque. This is general information, not legal advice, so confirm rights and royalty terms with your adviser.

Paying euros out of dollar revenue

Most of your money lands as USD from PC game storefronts and other storefronts, but most of your contributors do not want dollars. The naive approach converts each payout individually at the time it is due, which means you pay a spread on every transfer and accept whatever rate the day happens to offer. Across dozens of small production payments a month, that quietly compounds.

A better pattern is to hold your storefront revenue in USD, convert larger blocks into the currencies you regularly pay in when the rate suits you, and then pay contributors from those held balances. If you know you owe euros to an art studio and yen to a composer most months, holding euro and yen balances ahead of time turns dozens of conversions into a few deliberate ones, on your timeline rather than the invoice's.

Batching payouts and keeping clean records

Production payments cluster around milestones: a delivery from the art studio, a recording session wrapped, a QA pass completed. Rather than firing off transfers one by one as invoices land, it often helps to batch payouts on a regular cadence so you can fund them from a single converted block and reconcile them together.

Clean records matter as much as clean payments. For each contributor you want to know which game and which milestone the payment relates to, what currency it went out in, and whether any withholding or rights obligation attaches. Categorising payouts as they go out, rather than reconstructing them at year end, makes both your cost-of-production picture and your tax position far easier to defend.

How Altery fits

This is exactly the workflow Altery is built around. A multi-currency business account lets you hold your USD storefront revenue alongside EUR, GBP and other balances, so you can convert larger blocks on your own timeline rather than paying a spread on every individual transfer to an art studio or composer. FX happens when the rate suits you, not when the invoice happens to fall due.

Global mass payouts let you pay a whole batch of contributors, across multiple currencies, in one run once a milestone is delivered, while categorised spend and real-time balances keep each payment tied to the right game and milestone for reconciliation. If you run a company per title, multi-entity management keeps each game's production costs separate. Altery is not a bank and provides general information, not advice; confirm any withholding, rights or royalty obligations with your own adviser.

Frequently asked questions

A game-production team is a scattered supply chain of outsource art studios, freelance animators, composers, voice actors, QA teams and sometimes co-development studios, each invoicing in a different currency. The volume and currency spread, paid out of largely USD storefront revenue, is what makes it harder than a handful of same-currency contractors.

Whether you are buying a full work-for-hire buyout or a licence. A licence can leave rights with the composer, music house or a publisher and create ongoing royalty or usage obligations, often to a rights holder abroad. Budget both the upfront fee and any recurring portion, and confirm the rights terms with your adviser.

Hold your storefront revenue in USD and convert larger blocks into the currencies you regularly pay in when the rate suits you, then pay contributors from those held balances. Converting each small payout individually means paying a spread every time and accepting the day's rate, which compounds across many production payments.

Batching payouts on a regular cadence, often aligned to milestones, lets you fund them from a single converted block and reconcile them together. Tag each payment to its game and milestone as it goes out so your cost-of-production and tax records stay clean.

This guide is general information to help game studios and is not financial, tax or legal advice. Altery is not a bank. Check your own circumstances before acting.

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