Original Post
Hello Gamedev, I'm writing this post because I've noticed an alarming trend with some of projects: hiring multiple crew members to do one job, often times without their knowledge, then just dropping the un-needed workers. Let me explain. Project 1: I was hired, assigned roughly 100 SFX to create and we agreed on a price. All of this was in writing. The timeline for the project was roughly 8 months. I went ahead and spent $500 on resources so I could make the best sounds possible. About a week later I was emailed that the ENTIRE job had been completed by someone else and that I was no longer needed. What!? When did you hire someone else? When were you going to tell me? Why did you hire me, if you didn't need my services? Project 2: I was hired, given roughly 20 SFX to create and we agreed on a price. This was also in writing. I was emailed this morning saying everything was good to go. Then this afternoon, I was emailed saying basically "Sorry, I found someone to do this for free. I know it isn't cool, but sorry." This wasn't for a super large budget, but it still wastes my time and energy. (Keep in mind these are recent projects!) My advice to ALL teams and crews posting for people to work on their projects: See things through!! Believe or not, I'm not typing out of anger (frustration maybe) but I'm more worried that crews will begin to build bad reps if they make it a habit of dropping crew members like this. Also, the more you screw people over, the less others will be want join your team. You'll eventually find it harder and harder to find good crews. Now I understand that sometimes you hire someone to do some work, and a week later you get a much better offer. The professional approach is to either: *Talk with the existing crew member about the situation and see if there is some way to compromise. Maybe they could work together, get the content done that much faster and everyone is happy! *Tell the applicant that you're already under contract (or in a working relationship) with someone else, that you appreciate their interest and will consider them for future projects. The way I view it is this: Each project I sign on to do, I complete and make sure the client is completly happy. I'm obligated to do so because I've given my word to do this task for an agreed price. If a higher paying job comes along during that process I either: *Ask what the timeline is, maybe they can wait for my work until I complete my current tasks. *Inform them that I'm already committed to other tasks, that I really appreciate their interest and hope to work with them in the future. (The key word is COMMITTED.) This comes off much more professional than giving someone the job, then taking it back. Don't forget guys, video games are a business!!! There are those on gamedev that make their sole living by working on paying projects. Just as in any other business field, those that don't act professional don't usually last very long. I'm not even touching on the potential legal issues this kind of behavior could bring out, especially if things are set in writing! You want to avoid this! See things through, always act professional, treat your team with integrity and work hard. Those are the things that will set you apart from the rest and help you rise to the top. I hope that helps, Nathan [Edited by - nsmadsen on July 28, 2007 8:46:34 AM]