Thats was a very good starting point, but there are some concerns, the most important one is the full access to project over source control which will cause the entire source code to be exposed to third parties. How to solve this concern? im using plastic scm as soruce control and there is no option to limit that unfortunatly.
I've seen a couple ways to deal with this, and the most common is to just include some NDA language in the contract. I'm no lawyer so I can't tell you specifically what that is though. At the end of the day people have to have access to do their job so it's difficult to avoid. IIRC you can specify per-user branch permissions in Plastic though it has been some time since I used it. I commonly do that with git-based systems to protect things like "you can't delete the main repo". Another option like (that @jpnzo2k12 mentioned below) is to separate the portion of your code that our into a separate repo and have to new contractor/employee work there. As long as you can easily segment off the work they're doing, that can work well. It can be really messy to merge though if it's a deeper piece of work. I'd def recommend you do routine merges of this instead of waiting until the end to do it once.
Hiring Contract work for my game? That's actually something i'd love to do. Embarrasingly though... i would need to pick up more 'real life job hours' to be able to afford outside help 😄
Ya, hiring does require a bit of capital up front. If there are things you know you need to hire for, like a capsule design for Steam, then you can plan those in and work towards it. Even contracting out just some small things can save you time though!
@@MoonMantisGames capsule design for steam. I just googled what that means. Had no idea there were Contractors that can be hired for such a thing. Then-again it's super duper important soo that makes sense.
Thanks for watching! Hopefully its useful for you :). Unfortunately, I haven't hired for rigging before so I won't be much help on specifics there. If I did I would follow a similar method to the video since I've used this for many different types of roles though.
This is some good advice! Nice video man :)
Super useful video, thanks man!
Doing great, keep it up!
Thats was a very good starting point, but there are some concerns, the most important one is the full access to project over source control which will cause the entire source code to be exposed to third parties. How to solve this concern? im using plastic scm as soruce control and there is no option to limit that unfortunatly.
MicroProjects. Then merge them
I've seen a couple ways to deal with this, and the most common is to just include some NDA language in the contract. I'm no lawyer so I can't tell you specifically what that is though. At the end of the day people have to have access to do their job so it's difficult to avoid. IIRC you can specify per-user branch permissions in Plastic though it has been some time since I used it. I commonly do that with git-based systems to protect things like "you can't delete the main repo".
Another option like (that @jpnzo2k12 mentioned below) is to separate the portion of your code that our into a separate repo and have to new contractor/employee work there. As long as you can easily segment off the work they're doing, that can work well. It can be really messy to merge though if it's a deeper piece of work. I'd def recommend you do routine merges of this instead of waiting until the end to do it once.
❤
Hiring Contract work for my game?
That's actually something i'd love to do. Embarrasingly though... i would need to pick up more 'real life job hours' to be able to afford outside help 😄
Ya, hiring does require a bit of capital up front. If there are things you know you need to hire for, like a capsule design for Steam, then you can plan those in and work towards it. Even contracting out just some small things can save you time though!
@@MoonMantisGames capsule design for steam. I just googled what that means. Had no idea there were Contractors that can be hired for such a thing. Then-again it's super duper important soo that makes sense.
Have you hired out for rigging at all?
Thanks for watching! Hopefully its useful for you :).
Unfortunately, I haven't hired for rigging before so I won't be much help on specifics there. If I did I would follow a similar method to the video since I've used this for many different types of roles though.