Original Post
Ok, I guess I'm looking for advice/anecdotes/warnings/discouragement or whatever. No real specific question. I've worked on a quite ambitious 3D action/adventure game (including engine and toolchain) in my free time for about three years, all by myself. I've come to the point where I it doesn't make sense to continue at it alone (most of the hard stuff is done; what remains is breadth, and a lot of it), and am ready to build a team to bring it to demodom. I guess I'm a little unsure about the arrangement. I figure there's probably only three options: 1. Add team members as partners 2. Hire team members 3. Some combination thereof I'm not sure what to do. I know the strengths and weaknesses of the different approaches from a business standpoint, but what about more subtle factors. For example, would having partners look better to a publishers than having hired contractors? That's the kind of stuff I'm not sure of. One thing I'd really like is somehow to get a team together to work in one place, and it doesn't look like I'm in a good position to do that. Complicating matters is that I plan to relocate eventually myself (if not for a publishing deal then for a new day job). A partner from out of town is not likely to relocate at all, so if I partnered up I'd almost have to live with Internet collaboration. As for hiring people, I'd only be willing to go into enough debt to fund short term contracts for a small team (few months at most) to put a demo together. Would people relocate for a really short-term job like that? I guess I could settle for Internet collaboration, but I'd be nervous about that for commercial projects. Thanks for reading, and for any replies/help/commiseration.