Distant Star

Distant Star

The Ship

The Ship

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Not Actually A BioShock Reference

This last week I’ve been talking to a freelance web developer who works with us here in ScreenWorks. He’s just finishing up a project, and I thought we could get him to help out with some of the endless website stuff that always needs doing around here. He was pretty keen to get involved (We’re making games! And we’re awesome! Can you blame him?), so I came up with a project that needed doing and we sat down to write up a quick contract.

As we were talking things over, I realised the standard terms on work-for-hire contracts, especially for web designers, are frustratingly unfair. The employer almost always ends up owning exclusive rights to the final product, often to the extent that the contractor can’t even legally include it in their portfolio. I’ve had this happen to me more than once, back in my own freelance days - but this is the first time I’ve been on the other side of the table, imposing (by default) unfair and unenforceable constraints on innocent creative types.

Screw that. We’re going to do things a little differently.

So I sat down with the rest of Blazing Griffin to figure out how to do this right. What we want to do is make sure our contractors are getting a fair deal, and that anyone who does a piece of work for us gets to keep a measure of ownership of their own work. I mean, come on - you played BioShock, right? Is a man not entitled to the sweat of his brow? But then, where do you draw the line? Some examples:

  • If a 3D modeller creates an item or weapon for The Ship, can he use also use it in a demo reel? In a personal game project? In a game for another company? 
  • If a web developer builds us a cool piece of tech for the website or the forums, can she link to it in her portfolio? Re-use it on her personal site? Launch it as a standalone webapp? Licence it to a third party?
  • If a coder develops a portable piece of middleware for us, can she licence it to other companies? To our competitors? Use it in her own games?

I think it’s obvious that a contractor should be allowed to do some of these things; it’s pretty clear that some of them aren’t exactly in our best interests, either. It turns out that line is tough to determine, especially when standard procedure out there is to answer every one of those questions with a firm and unrelenting “no.”

In our back-and-forth we came up with a couple ideas, until we hit upon Valve’s Steam Workshop Licence Agreement. At first glance it looks like a pretty standard contract, except it’s in reverse: accepting the Steam Workshop agreement means you grant Valve permission to use your content. We’d like to structure our contracts similarly, so that we get what we need out of the deal (assets, code, whatever) while the creators keep some of the rights to their own work. We may have paid for it, but at the end of the day it’s still their sweat.

It’s a tough question and we’re still not sure what the answer is, so if you have any insight or suggestions (or if you’re a freelance web developer looking for work!), give us a shout!

1 Comment

Jason

The web development industry is a harsh one. I have a client in the UK (I'm Australian) that doesn't allow me to show any of the work I have done in my portfolio which is a huge let down because the final products always look really nice. Being a coder my skills aren't really apparent to everyday users because the work is stuck behind the design. Whenever you show someone your work they aren't really looking at the functionality unless they are a programmer, they are looking at the pretty colours and effects. I often sub-contract for other web development and design agencies so there is little chance of being given any credit. Being a freelance coder you learn to live with the fact that you'll be fixing open-source/other peoples code, working long hours, taking no credit, rarely being thanked, rarely being paid on time and having almost no one around you that understands what it is you do. With a lot of code being open source, who own's what bits any way? What bits of a project would a coder want to keep? Personally I don't really care, if I do write something amazing it's not the actual code that was amazing, it's the concept. Clients don't own the concept/theory behind the code so I can always re-write the code and chances are the next iteration will be better. If I was a designer/artist or 3d modeller, I would always demand credit because you can clearly see the work that has been produced and people wonder "who made that". No one wonders "who coded this website the functionality is awesome", okay so I do but I'm a nerd. Copyright over the files? depends on the project. If I modelled a Duke Nukem character model, I wouldn't expect to be able to use that in another project other than a Duke Nukem game. Basically, as a coder I accept no credit will be given, even if it is, people won't really see/be looking at the code.

January 13, 2012 1:06 AM