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Each month, industry veteran Tom Sloper provides career guidance to game biz wannabes, newbies, and junior professionals with the goal of helping them break into the industry, and stay in. Submit a question to Tom for developer-oriented advice in this column (IGDA members only).

 

Tom Sloper
by Tom Sloper

To Start a Side Project (September 2003)

Dear Tom,

I'm currently working as a software engineer for a game company in the Chicago area. Well, it is theoretically a games company, but I've been working on a water softener for almost a year, and that isn't inspiring game industry experience. However, there's very little in terms of game companies in this area, and I can't really afford to look for a new job for at least a year.

I have enough in savings to try my hand at working on a side project. I've got $3-5,000, which should hopefully be enough to get some other beginners interested, and to get started. If we could even make a few demo levels, it could lead to better things. I'd like to know exactly where to start, however. For example, how to find and recruit artists and programmers, and exactly what skills my team would need. Where to buy the necessary hardware and software. How to show the demo to companies once it's completed. Also, if I wanted to hire a semi-famous artist to develop character designs, how would I go about contacting him, what kind of price should I expect, and what about royalties?

Joseph Barder

 


Dear Joseph,

I could go on at length about how to start an indy project, and even about how to start your own game company (and there are articles on both topics on my website), but I'm not convinced that the indy route is the best way to go.

Firstly, I recommend that you get more (and more practical) experience within the game industry before striking off on your own. You need more experience in the process of making games. You need more contacts with other talented (and experienced) people. You need more money than $5,000.

Then there's the issue of whether this "side project" would be permissible under the terms of your employment. Most game companies' employment agreements include an inventions clause, that covers whatever you create during the period of your employment. The standard clause grants ownership of all your inventions to the employer. So if you are under that sort of contract, then any indy game you make in your spare time belongs to your employer.

You have three best options: (1) try harder at your current company so that they move you up into working on games until you become a manager or technical director, (2) move to another job in your current area (there are more game companies in the Chicago area), or (3) move to another area where there are more game companies.

My advice is #1. I'm sure that doesn't thrill you, but hear me out. My advice is that you work as hard as you can to finish up that water softener software, and any other projects that you're assigned to. Memorize these magic words: "Okay, boss, that's done. What do you want me to work on now?" While you impress the bosses with your enthusiasm and cooperative spirit, campaign gently but persistently to work on game projects (keeping in mind that that might depend on what projects the bosses can bring in). Meanwhile, read your employment contract to see if it has an inventions clause. Talk to your bosses about your desire to do a side project and seek their written permission to do it. It's a tough job market right now, even in the game biz.

 


 

Please note that there is no guarantee that Tom will be able to respond to all the questions he receives. It is up to his discretion which questions he uses for this column. For further advice and resources, check out the IGDA's discussion forums, the Breaking In web site and the Students & Newbies Outreach section.

 

Tom's Bio

Tom Sloper's game biz career began over twenty years ago at Western Technologies, where he designed LCD games and the Vectrex games "Spike" and "Bedlam". There followed stints at Sega Enterprises, Rudell Design, Atari Corporation, and Activision. In 12 years at Activision, Tom produced 36 unique game titles (plus innumerable ports and localizations), designed four games, and won five awards. Tom worked for several months in Activision's Japan operation, in Tokyo. He is perhaps best known for designing, managing and producing Activision's "Shanghai" line. He is currently consulting, writing, speaking, teaching, and developing original games. Find out more at Sloperama.

© 2003 Tom Sloper. All rights reserved.