
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.
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