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Starting A Game Company

Posted: Mon Feb 02, 2009 11:48 am
by norb
Based on my experiences at MMG, I have received emails about how to go about safely creating a game company with a bunch of guys and what pitfalls you could encounter.

I have done a lot of research on this and have talk with many software and IP attorneys about how it all works. One of the first things to understand is that you can learn the rules, but anyone can hire an attorney if they have the cash. So although these are guidelines, I'm not a lawyer, so this is just the result of my research and my interpretations of conversations with those that do know. disclaimer, disclaimer, DISCLAIMER!!!

So you have some friends that you want to make a game with and you need to start a legal company and understand the implications.

First, I would incorporate somehow, there's lots of stuff about it, but basically it keeps you apart from people suing the company. It also makes it easier for someone to leave and to add someone else. There are many types of corporations, you need to research them and figure out what works best for you. The fun part is that you each get a title, so someone gets to be CEO, another President, CTO if you have more. Give some titles out, Chief of all that is well and good :) This goes on your incorporation stuff, so it will stick with you, so decide with everyone who gets to play what role.

Next is the tricky part that you need to understand. It is doubtful that any of you would be considered employees of the company. You don't have money, the company is not paying you salaries, etc. So, although possible, it's doubtful that you are at that point. So although you are all owners, none of you are actual employees. This makes a big difference as I'll discuss below. But usually these start ups are just a legal entity in the hopes of making something. Unless you are lucky enough to get seed money, but that's a different thing entirely.

So since you are not employees of the company, you are stuck with the following:
http://www.copyright.gov/circs/circ9.html

Basically what this says is that whatever you create is yours, unless you are an employee of the company. Otherwise you must have a signed contract turning over the work to the company.
If a work is created by an independent contractor (that is, someone who is not an employee under the general common law of agency), then the work is a specially ordered or commissioned work, and part 2 of the statutory definition applies. Such a work can be a work made for hire only if both of the following conditions are met: (1) it comes within one of the nine categories of works listed in part 2 of the definition and (2) there is a written agreement between the parties specifying that the work is a work made for hire.
So you have some decisions to make here. Your game will be made up of solo work and collaborative work. Say you have only one programmer and they write all the code, or one artist and they do all the art. These are solo works and they own the copyright to their work. That means that they can leave and take their work with them and leave the rest of you high and dry.

You may think that because you told them what to create or you spec'd out the artwork, or had a good idea that made it in the source code that you own some of it, not so: http://www.copyright.gov/circs/circ31.html. Ideas are not protected, only actual physical work is protected. Here is something written specifically about games: http://www.copyright.gov/fls/fl108.html. So the author, the one that actually created the work, is the owner and likely will retain copyright in your company. What can be copyrighted? Here's a pdf that explains, http://www.copyright.gov/circs/circ01.pdf. Art work is right there, so you'll have to work on that, source code is considered a literary work, all of us programmers already knew that :) Even the documents that designer may have created, or charts are copyrighted.

You better deal with this right in the beginning, because if the company does not get ownership or at least the right to use the work, anyone on the team can pull their work at anytime and take off.

The best way to do this is described in the above links, works made for hire. That means that you have to get everyone in the company to sign a contract that says the company owns their work. Now it would be more fair to say both own the work, so that if someone wants to leave, they can take their work with them while not destroying the game effort.

Here is a great place to get such contracts: http://www.thegameattorney.com/. Tom has helped me out a lot and really knows his stuff. His game dev kit is worth the price if you want to form your company and don't want to deal with all this legal stuff. Protect yourself now, or you will deal with it later. I don't know the stats, but I would bet that most game teams break up. This can destroy the game, or not. Depending on what you do at the beginning. If everyone is really about the game, they will allow this company to use their work if they leave. That doesn't mean the company can transfer or sell it, but just make the game with it. I don't know the legal terms, but it's important to get this settled up front while everyone is still feeling great about making a game.

There are a bunch of other stuff you need, it's all in that gamedevkit, but that above is something that I have become familiar with and asked about. I know that lots of us dream of making games, but you have to be prepared for everything. If one of the team refuses to sign the contract turning over their work, then it is probably best to not use them. Some sort of legal agreement must be met, otherwise that person could have the game pulled off of store shelves, hopefully you'll make it that far. I don't think that most people would do this, but business is business.

Hopefully this will be a little help to people and avoid potential problems. I wish that I had known all of this when MMG was started, but maybe my experience will help people avoid the same problems. Good luck!

Re:Starting A Game Company

Posted: Mon Feb 02, 2009 3:46 pm
by Amish John
My head is spinning just from reading the post. I can't imagine actually going through all that. Hopefully, the results of the effort will make it all worth while. Is all of that initial corporate organization, etc. behind you now for NSD Inc.?

Re:Starting A Game Company

Posted: Mon Feb 02, 2009 4:51 pm
by norb
Yes, NSD is set up properly. If anyone on the team left, the company gets to retain and use the work. People get in fights, sometimes things works out and sometimes they don't, but no matter what the game must go on. So in order to work on the game, the work must be work for hire. Not just to protect the company, but everyone that works on the game.

Re:Starting A Game Company

Posted: Mon Mar 30, 2009 6:17 pm
by Vonviper
Mwhahaha yea
thats something harry lol..
good thing it was to much for me i just signed and got busy hahaha

for me i live once, i'm glad i dont sweat the small things

take it all... i surely cant... to the other side if you get my drift...

its a shame some people in this world just get taken over by the smell of money or fame and we need lawyers and stuff to keep the peace..
i see one day walk in stores will be gone cause you'll need a contract just to enter them...
everything will be bought on line and shipped to your house for safety reasons and less employees. look at Compusa shut down half their stores went online mostly now..

Norb i remember the post from the other game forums and all the troubles you've went through must of been mind numbing.. i dont know how you kept going my friend..

Re:Starting A Game Company

Posted: Mon Mar 30, 2009 8:06 pm
by norb
The thing that keeps me going the most is the fact that I have given my word to everyone on the team that I would finish this game. If I was just working by myself, I'm not sure if I could have kept going. The fact that other people are depending on me to finish my part and the fact that they have spent a ton of time doing their part, gives me just enough to keep me going when I don't feel like it. A lot of people have placed their trust in me and I won't break that trust. The other forum that allowed that to continue without any fact checking, is regrettable. I would not allow that type of character assasination on a forum that I mod. But we each run our board our own way.

The shocking part to me was that so many took part publicly in the rumors, but not once did anyone ever publicly ask me my side of the story. Seems sort of odd that no one wanted to make sure they had all the facts. Just accusations and contempt, but never straight questions. I will either delete or move flames on the boards, but straight up questions asked in a civil manner, I would have answered.

Re:Starting A Game Company

Posted: Mon Mar 30, 2009 10:55 pm
by BOSTON
The Quest is what keeps you going.

Re:Starting A Game Company

Posted: Sun Feb 28, 2010 4:53 am
by Flanyboy
I never heard any of the rumors or even what exactly happened other than some kind of dispute.

Sorry you had to go through all of that and thanks for the great share.

I hope you never have to go through anything like that again but just think of it this way, you learned the hard way with MMG. Now your prepared so if anyone does get sour grapes or tries to rip you of... well your prepared.

In other words you suffered and learned what you need to know in order to make sure that nothing stands in the way of SOWG being a huge success for you and the whole team.

Re:Starting A Game Company

Posted: Sun Feb 28, 2010 8:45 pm
by UglyElmo
After reading the part about starting a company I have one question:

When did you guys actually find the time to work on the game? :)

Re:Starting A Game Company

Posted: Sun Feb 28, 2010 9:19 pm
by norb
When everyone else sleeps. :)

Re:Starting A Game Company

Posted: Sun Feb 28, 2010 10:44 pm
by Flanyboy
That sounds like when I do my homework. :laugh: