For most of my time developing on ROBLOX, which spans around 10 years (with a few years on and off again here and there) it was more of a creative hobby for me, but in the last 2-3 years I started to focus more on monetizing it and have been making decent amounts of cash. That being said, I continued to focus on school primarily and other IRL things, where game development continued to be more of a hobby, so the cash earned has been lower than previously.
I’m just about to graduate college, with a degree in IT and a concentration in Cybersecurity. That being said, the job market is looking rough, and the economy in general even rougher. After graduation I want to make an effort to make considerable cash again from ROBLOX, and take it way more seriously than I have been to this point, in order to secure a decent earning if the job market continues to be bleak.
Anyway, back on topic. In the past, I have paid any developers who have worked with me a % of some sort. Usually this % royalty would be anywhere from 5-33%, which is a considerable amount of revenue to be giving to a single worker on a project I came up with and am managing. Generally, I gave % royalties to developers and contractors to:
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Remove some of the risk off of me. I would not need to put a lot of robux or USD into labor before the project released, though, if the project does well, a considerable amount of it is going to them.
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Keep them interested. From my experience with contractors, they would do a task, and then quickly move onto the next client. This was problematic, as if I required updates/maintenance for whatever they made, sometimes they were not available, or sometimes they quit commissions completely. This is an issue because then I would need to bring a new contractor on who might not be able to work with the previous one’s work, meaning a total re-do was needed, costing me more. But, if I paid them a recurring % royalty, typically that kept them very interested and very involved with me.
I have been told by multiple much larger developers that such a payment plan is a horrible idea. I do agree that it is a lot of money that I have to pay out recurring, but I always viewed it as a safer bet to having to pay hundreds if not thousands of USD/robux to labor on a project that may or may not do well or break even.
My most successful game in recent times, I pay the builder 33% of the game’s revenue.
So, I have come here with some questions.
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How should I classify people who work on my ROBLOX projects? I am looking at classifying people into contractors and full-time developers.
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If I am overpaying someone a % royalty on a project, how should I go about negotiating that?
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What are fair prices for paying contractors? Typically I pay either robux or USD based on how many hours they work. I’ve seen some people say they pay/get paid by the day, not per hour.
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What should I pay contractors, if on a per-hour basis? Usually, I start out at 15 USD an hour, though I know of people who are getting paid 30-50 USD an hour, on average.
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Ways to ensure that the contractor doesn’t fudge per-hour numbers?
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What constitutes a contractor vs. someone who should be a full-time developer? Like the amount of work they do on the overall project as a %, etc.
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Finally, how should I pay full-time developers? I’ve seen some people say salaries, and what should those salaries be, and paid how often? Weekly? Monthly? And when should I pay a full-time developer a salary over a % royalty, or vice-versa?