


Valve said it was going to deposit the royalties in the modders' PayPal accounts, but the revenue from the sales was so high that it exceeded some of the service's limits on deposit size. It'll ultimately be better for the industry, attaching the community to the game developer." Skidmore said, "I feel like this is going to open up a whole new level for everyone in general that plays these games who has an interest. He added, "It was completely mind-blowing, the size of the return that we're getting on these things." It'll bring out the quality artists to do the work."

Kern told Gamasutra, "By having implemented in the way that Steam has it, where people are getting monetary gains for the items they put in, it rewards people who put in the good items, who listen to the community and put in the stuff that everyone wants to see in the game. And these are just the checks from the first two weeks of operation. Today, Valve said that community content creators Rob Laro, Shawn Spetch, Steven Skidmore, Spencer Kern and Shaylyn Hamm took home initial royalty payments ranging from $39,000 to $47,000 each from the first round of Team Fortress 2 content creation. Store, the winners' items went on sale to the Team Fortress 2 community - and a 25 percent revenue share to the modders led to a surprising payoff. When Valve Software announced the results of Polycount's Team Fortress 2 item-modding contest, the winners were just excited that their creations would be in the popular mulitplayer shooter.īut with the recent introduction of the game's user-created virtual item marketplace, the Mann Co.
