That's cool, but saying $200 is a small amount doesn't mean much unless you base it against something. Think about your game's sales. Say you make $2000, that means you've spent 10% of your revenue on the box art and intro screen. In my opinion that's too much. If you don't even manage to make $2000 (which many Indie Games have not) then it's an even greater precentage.
Over the past 11 months developing our games we've worked with some very talented modellers and artists, all of whom are contracted for a profit share. In most cases this is 10% of the final profits of the game (since the contributions are large, for example on our FPS/Helicopter game we have 3x 3D Artists, 1x Animator, 1x Composer, 1x Concept Artist and 1x 2D Artist all of whom wil receive 10% of profits, as well as a bunch of people who have provided individual pieces of work free of charge for use in the game.
Your art work does look nice, but all I'm saying is you could've probably got someone else to do it for half as much, or free. At Retroburn Game Studios we share a passion for our work and just want to get our work out and released to the public for exposure and portfolio building. It's not about the money for us, and many other people interested in game development think the same way.
Retroburn Game StudiosXBoxArt.com - Now includes box art from Community games, Arcade games and Retail 360 games!