Thing is - he does have a proven track record.
I can assure you that leading a project is far more difficult than being a dev on one. It’s not ‘reserving the easy parts’
Likewise, they put their own money - substantial amounts of it - into the game because they trust the developers. You’re referring to the sort of ‘game dev’ “studio” that goes around spamming PMs, not the sort that advertises on RBXDev.
A project manager has arguably one of the hardest jobs on a dev team. I can implement anything I want on roblox in a few days. It’s an amazingly powerful engine. Developing the game isn’t that hard if you know what needs doing.
The hard part is figuring out what needs developing, and how to stay on top of the competition. If you fail, it hurts the entire team.
This being said, I would never take on a project manager who does not have a portfolio.
You still get taxed 30% before it enters the group funds, so really to make 100, 000 off of only 5% the game would have to be making 2, 600, 000… and unless you’re making that every couple of days it’s not worth it as a developer. I would rather work with less people and take a bit longer on the game and make 15% or 20%.
A better idea would to contract a builder and coder, then subcontract (pay X amount of robux) per music track, per ad, per thumbnail, instead of paying them a % of the total income. You’d save yourself far more money that you’d be able to then raise the % for your full time developers.
First off, huge fan. Much respect. But I strongly disagree.
It takes no effort, no hard work, no stress, and no time to know how to be competitive. It’s just a passive understanding that you gain over time through experience. Sure you can implement analytics, experiment with monetization, split test graphics, etc, but your primary tool and starting point is always going to be intuition. That’s why it’s easy.
That’s why every dev has a graveyard of projects they never finished. They had big plans, maybe a big money idea, but didn’t have the time or motivation to follow it through to completion.
What I find hard is creating content for endless hours a day, restructuring old code to support new features, and creatively pushing the limitations of both myself and the engine to make them do what I already envisioned them doing - maybe years prior.
My 2 cents: holding the game and revenue as collateral is toxic and makes people afraid to work with you. Instead of hiring children and then making crazy rules to keep them in line, just hire better people in the first place.
They aren’t paying attention then. I, for example, have a general licensing contract that I use whenever I contract someone for a task. A contract accomplishes 2 things: it clearly lays out all the terms of the agreement in a single place so there is no confusion, and it protects you if the other person ever tries to burn you. If you want to operate a team of 10+ people then you need to be professional about it or else the whole thing falls apart.
The teams work on their own(and the staff is 10 people, not the teams, max is 5 as of now), doing a contract with minor people involving no real money except from Devex just prevents them from joining more.
@TrustMeImRussian We don’t pay people with our own money, we pay them with the money that the game wins. So there is no more tax than another game.
A contract is simply an agreement. That is exactly what it is and there is no implied meaning.
“You will pay me $5 for an ice cream cone”
Is a valid contract that binds two people to trade ice cream for $5. You can make a contract for literally anything, and it does exactly what it says with no implied meaning.
So I don’t understand what you’re saying when you claim that a contract has some downside of preventing people from “joining more”.
Sorry, talking about that. Alot of players might not accept to sign a contract for Roblox development unless from Roblox themself, and I personally wouldn’t too. This is exactly what @VR_Service said.
Basically, people don’t sign contracts from non employees in most cases on Roblox because:
it’s pointless (nobody would bother to enforce it in most cases)
it is a ton of extra work for both parties
it requires you to give a random person your signature and full name (or more)
it’s a legal statement from a someone you dont know and have little reason to trust. if it’s a long one, you’ll have to read through and perhaps get a lawyer to make sure it’s fair (costly)
Tldr not worth the effort
Except when you’re working with serious (>1,00USD) money. Then it’s probably worth it.
Are vision studio games not expected to make more than 1,000 usd?
Contracts aren’t a ton of extra work for anyone. One party writes up a document, the other party writes that they agree to it. It really is that simple. I don’t know why you think a contract has to be a huge ordeal. My standard contract is just 2 paragraphs long and very straightforward, and it does the job perfectly fine.
As I’ve said before, a contract lays out the terms of an agreement. It’s a useful tool for making sure there are no misconceptions about what each party is getting. And if someone burns you out of thousands of dollars then you definitely will want those terms to all be in a single, easily accessible place because you definitely will want to sue, right?
Suing someone is going to be a lot harder when your evidence of the terms of the agreement consists of discord chats and devforum PMs.
But being used as a weapon in a lawsuit isn’t the point. Contracts are a preventative measure that protect both parties from misunderstanding the agreement in the first place.