Claim 4: I Was Paid In Advance And Did Not Do The Agreed Upon Work

Liana Kerzner has publicly claimed that she paid me in advance for development work on Song of Sparklemuffin, and that I failed to do the agreed‑upon work. The implication she advances is that I did only the bare minimum and was otherwise disengaged.

This claim does not align with the documented scope of the work I performed, nor with standard industry valuation for comparable contributions. For transparency, I will set out my compensation, the work I completed, and a reasonable estimate of what that work would be valued at under typical independent production rates.

For my work on Song of Sparklemuffin, Kerzner initially paid me $1,800‑plus, which was reported on my tax filings and is documented in the attached records.

Below is a breakdown of the major workstreams I completed before the cancellation, with conservative market estimates for similar work. These estimates are illustrative and purposefully on the low end of typical industry rates to demonstrate that the amount paid was substantially below the value delivered.

Original Music
• One hour of original soundtrack (used in the combat demo and available to backers).
Typical industry rate for an hour of original music from a junior composer: $1,500–$2,000.
Low‑ball estimate used here: $1,500.

Character Art For the five main playable characters:
• Walking sprite sheets — basic walk cycles
Low estimate: $25 per sheet × 5 = $125
• Combat sprite sheets — multiple attack/defense animations, status frames
•Low estimate: $40 per sheet × 5 = $200
Character portraits — static pixel art half‑body images
• Low estimate: $30 per portrait × 5 = $150
  
Subtotal — Character Art: $475 Running total (music + main character art): $1,975

• Spell Effects For worked‑in engine spell and particle effects:
Special package estimate for first 20 effects: $50
  
Running total: $2,025
 

• Systems and Technical Implementation In addition to art and audio, my responsibilities included bespoke systems design and implementation:
• Magic Systems Designed the spell systems for Princess SparkleMuffin and Princess Sparklepony (approx. 110 spells + 30 bespoke particle effects).

Estimated entry‑level value for this combined work: $500

• NPC Character Generator Created a modular character generator with 300+ asset layers (clothing, hair, accessories, body parts, etc.) to expedite NPC creation.
This required modifying existing tools to work with our bespoke sprite scale, and significant asset production.
Fair package estimate: $200
These assets directly enabled volunteers such as Mara to produce a significant portion of the backer NPCs efficiently.
  
Running total: $2,725 

Other Systems Work:
•Weather System with Calendar/Seasonal Cycle Built a lightweight environment timing system tied to day/night, seasons, and terrain triggers.
Conservative indie estimate: $80

•Stealth/Distraction System (In Progress) Work had begun but was not completed at the time of cancellation. It involved item‑based diversion mechanics being integrated into combat scenarios.

Even with conservative pricing, the documented work equates to significantly more than the $1,800‑plus originally paid.

These estimates do not include numerous subtler contributions I made, including:
•Implementation of grid‑based combat movement and position modifiers;
•Integration of plugins and tactical systems that enhanced the combat demo;
•Additional animation refinements beyond the core sprite sheets;
•Systems design and debug work related to combat mechanics.

Notably, this estimate also does not include:  
•The scenario I developed to give the combat demo a beginning, middle, and end when Kerzner’s scripts were unfinished (which I proposed and Kerzner approved).

Kerzner has, in public platforms, described my contributions in dismissive and inaccurate terms — for example, implying I “did fuck all squat” while performing unrelated activities (e.g., a Second Life "karaoke competition"). The karaoke competition referenced occurred over several months, but during that same period I:

•Began integrating the grid movement and combat mechanics in April;
•Demonstrated and iterated on those mechanics in May;
•Continued producing art, music, and system work concurrently.

The implication that these two activities were mutually exclusive or that my focus was elsewhere while neglecting game development is not supported by the timestamped records of my contributions. 

Kerzner has also referenced audio editing assistance she claims she provided for me. In fact:

•​I hold a degree in multimedia technologies and routinely performed my own editing, mix work, and sound correction.
•On collaborative musical projects with Kerzner, I provided audio mixing, pitch correction, and composite editing as part of our shared work.
•I have also completed significant external multimedia work (e.g., composite editing for a virtual opera production during the pandemic), which demonstrates my competency in those areas independent of Kerzner’s involvement.

Kerzner’s suggestion that I relied on her for tasks that align directly with my documented experience and skills is not consistent with the record of our communications and deliverables. She provided editing services for Captain Coloratura— not me.

It’s also worth clarifying that I did not rely on Kerzner for audio editing on my own work. In fact, for nearly all of our musical collaborations, I handled the audio editing myself. For example, on tracks such as Friendship Is the Greatest Game of All, Onwards to Adventure, and The Player, I performed detailed pitch correction in isolated sections where it was needed to keep Kerzner's vocals in tune. Given my background and experience as an opera singer, and in multimedia and audio production, the suggestion that I depended on Kerzner for these tasks does not align with the record of our work together.

The $1,800‑plus compensation was agreed upon partly to reserve funds for fair third‑party compensation, such as voice actors, rather than maximize remuneration for internal team members — a choice sometimes made on indie projects to prioritize external contractor rates.

Although I was, by most industry standards, significantly underpaid for the volume and complexity of work delivered, I accepted this arrangement in good faith as part of a collaborative indie development model.

Taken together, the scope of work I performed — across music composition, character art, systems design, tools development, animation implementation, and tactical combat features — far exceeds the minimal characterization implied by Kerzner’s statement. The documented deliverables and reasonable market valuations demonstrate that:

•I fulfilled work expected to the best of my ablities;
•I contributed substantial technical and creative value beyond simple artifact delivery;
•I did not fail to perform agreed‑upon work.
  
The fact that certain scripts remained unfinished — for reasons fully documented in this dossier — does not diminish the volume or quality of the work I completed prior to the cancellation. The ultimate reason for the game not being delivered, in the end, was Kerzner's decision to cancel the project. As I have stated at the beginning of this dossier, this was her prerogative.