I wanted to share a story.
A while back, I came across this thread:
http://polycount.com/discussion/131330/blubber-busters-looking-for-programmers. A couple of super talented artists wanted to find a programmer to partner with. From a few email exchanges with them, I think they decided to go without a programmer, and just learn to program themselves, because they couldn't figure out a way to trust a programmer over the Internet to not steal their art or steal the revenues from the game. They're right to be cautious, there's really no enforcement of trust that works over the internet.
Until now...
I'm trying to gauge interest in building a platform to solve this problem. I think it would be great to have a website where you can specify digital contracts, and have them be "self enforcing." For example, if you want to split the profits of your game with a programmer, specify that in a contract, and point the Steam, App Store, etc, accounts at the endpoint for your contract on this website, and the website will automatically deposit the right amount in everybody's bank account whenever checks arrive. No need to trust your 15 year old Romanian programmer to get all the money into his checking account, and then send you the right amount. You could also specify voting control over changes to digital assets, and the website can generate legally binding contracts underneath all the digital stuff in case someone really tries to screw you over.
I put up a landing page:
http://jointhepolis.com/Leave your email address on the site if you're interested! If I get a critical mass of interested people, I'll build the site.
- Keenon
Replies
There's plenty of services to find artists and programmers, and plenty of services to help organize projects. But nothing that helps ease the trust between internet collaborators or maybe collaborators in general. Something that helps build reputation for good freelancers, and includes NDA's and other agreements and such for the project.
I'm also sure programmers have similar fears - "How do I find an artist who isn't going to steal my code and run off with my solutions for another game if I work with them on this project?"
Regarding the OP, I'm sure a service like that could be a comfort to some. But even if you're telling the publishing account on iTunes/Google Play/whatever to point to your service for profit splitting because you feel like you can't trust normal methods of work for dealing with teammates, well...there's still the matter of who has access to the publishing account where that's set up...
Also like i already mentioned there is a very easy way to get a good programmer that wont rip you off, which is to find a experienced freelancer or someone with previous studio experience. They wont rip you off since they have something to lose if they do so, their reputation which is what gets them their work.
Also a large part of your problem is your trying to make a game using revenue sharing. This is not the way to go about it, using revenue sharing as a payment model wont attract professionals. Professionals like myself would never work for equity, i need to know i will receive payment for my work, and if I'm not i will just spend that time on my own projects and ideas. I believe if you want good work done, and you believe in your project you have to put your money where your mouth is and contract some professionals to work on it.
That line about trust is pretty crucial.
Also, Looks like this thread is a double post. I wrote a longer comment there. http://polycount.com/discussion/163564/how-to-trust-programmers-you-meet-on-the-internet#latest
Also, passerby; this is tangential to the conversation, but I think that the equity model can be as reasonable for professionals too. It really depends on the situation...like who you're working with. If you're of equal experience to the others on the team, and have equal risk, I think equity makes sense (like, if you're ALL seasoned pros working on a side-project together). But again it all comes down to trust....and usually the set rate is the more pro way to do things. Still, I've been hired by people AND hired people both ways.. and I've paid out tens of thousands of dollars both ways.