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- Protecting Your Start-Up From
Being Shot Down
– Part 1
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- Go To Part
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- May 10,
2009
- By Eric M. Scharf
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This article addresses the depth to
which a prospective owner of a new entertainment software company
should go in covering all of the bases before starting-up. My target
audience is the impassioned – but still impressionable – young game
developer, with 2-3 years of experience, who is attempting to build
a start-up in order to do things the right way and “stick it to THE
MAN.” Also interested should be the older, more established person
hailing from an entirely different sector of the greater entertainment
industry, brimming with original intellectual properties and eager
to have them successfully converted into video games.
This article can also be considered an addendum to my previous
foray into this topic,
“Transforming the Games Industry into a
Well-Oiled Machine: Building Your Own Game Development Studio.”
The Top 10 Things I Have Assumed About You
01 – You
(an impressively patient, thoughtful-yet-decisive leader) and your loyal cadre of game developers have created what
you believe is an airtight business model for your start-up.
02
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You created a collection of your very best game design documents in
order to determine for which game product types, genres, and
hardware platforms you want to develop.
03
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You spent some time evaluating various development technologies
and production software (for creating and compiling of a wide range
of code, visual, and audio assets) – as well as applications for
source control, task-tracking, and bug-tracking
– and you determined the best licenses and open source choices for your product.
04 – You selected one game type, one genre, and one target hardware
platform for which you and your team very much want to make a
product.
05 – You consulted people associated with games industry
marketing, manufacturing, and distribution channels (both
traditional and virtual), and you have a general idea
of how you want to sell your product.
06 – You estimated a cost
(of X in U.S. currency over X months or years) for studio
operations, commercial technology, production software, and product
development using in-house and external resources . . . from
concept-to-completion and distribution-to-delighted-customers.
07 – After dialogues with a few potential (possibly recommended) funding sources, you have
settled on one.
08 – You have disclosed your requirements, and your funding finalist
is performing a thorough risk assessment against your plans and the
requested figure.
09 – You have made some effort to define how you will split your
time between managing your company and the development of your
product.
10 – You and your buddies want to be in charge of your careers for a
long time – making original, innovative, and enjoyable games your
way, and “sticking it to THE MAN” (or "the establishment" who would
ever dare to prevent delivery on your majestic goals).
You seem pretty sure that you are on the right path and have
generally considered everything on the eve of your first big deal.
You are just itching to sign up, collect your cash, and get this
party started. The devil, however, is in the details. I may have
just enough (subjective-yet-experience-based) material here to prevent you from falling prey to any
big time “gotcha’s.” Right out of the box, though, I have a helpful
phrase I want you to ponder and memorize before we go any further:
“Think. Do not do things the way they have always been done simply
because that is the way they have always been done.”
Never Turn Down Good Advice
People come up with great ideas every day upon which they can
attempt to establish a company. A small percentage of those people
actually have the nerve to do so as sole proprietors – as the
responsibility level is manageable and generally only involving risk
to one person. An even
smaller percentage of those people have the guts to do so involving
a team of employees – both internal and outsource (local or
offshore) – and those people feel more prepared and interested in a
greater responsibility that affects / enriches more than one
livelihood. And a
still-smaller percentage of those people, like you, are completely
new to the business of building a business – where the electric
intrigue of being your own master totally masks your understanding
of the daily care and feeding a pet, err, a business may require.
This moment in your life is critical – as you are hopefully
performing determined due diligence on your plans to open the next
great game development studio. You are also asking some of your more
trusted colleagues for their professional input, as well as
recommendations for other established contacts. There are plenty of
talking heads littering the games industry landscape, but you are
strongly encouraged to avoid a false-start by aligning yourself with
reputable consultants as early in your start-up planning process as
possible.
These industry-experienced specialists hail from all of
the major-and-necessary business areas a start-up may need to tap
sooner or later (and in no particular order): IP (Intellectual Property)
law, public relations, project management, studio management,
marketing, manufacturing, distribution,
finance, property insurance, property management, human resources, health benefit
management,
and retirement planning. You
should keep in touch with these specialists before, during, and well
beyond the creation of your new studio and product line. If you
succeed, your needs may grow and your need to consult these
specialists will expand, as well.
Whether you receive quality guidance for a fee or for free, good
advice is hard to find. Just as you may wonder if a job is worth
taking without first accepting that job (to expose yourself to the
truth), you will never know what
you might learn from an information source if you do not commit to
sitting down with that person and hearing them out. If you are a
“people person,” and a good judge of character in a social setting,
then, you will know when you are being fed bologna or prime rib. And
for the vegetarians in the audience, that would be stewed spinach or
vegetable lasagna.
The Path of Greatest Reward
Achieving long-term and sustained success for your start-up begins
with the path of greatest reward. The path of least resistance
simply allows you to focus almost exclusively on the bottom line
through cheating, cutting corners, bypassing critical internal
measures, and delivering less quality (than
you promised yourself and your financial partner). You think THE MAN takes this path morning, noon, and
night, and you say you want to avoid that mistake at all costs. If
you want to achieve long-term and sustained success for your
start-up, then, follow the path of greatest reward. Your top
priority will be the establishment of an appropriate compensation
plan for you and your development team.
If your core team of future employees is as dedicated, loyal, and
talented as you believe, then, you want to retain them as a happy
and focused part of your company for as long as possible, as soon as
possible. After all, how can your future team be unquestioningly all
about your future products (and not dangerously distracted about
what THE future paid day will resemble) if you have not reasonably been
all about them first? The business of successful game development,
however, involves a laundry list of interconnected moving parts
which should be clearly identified and confirmed before finalizing
your compensation plan and officially opening your doors for
business. Failure to acknowledge those moving parts as early as
possible will prevent you from properly and thoughtfully addressing
the issue of compensation the first time out of the gate.
The Core Four
A handful of those moving parts provide the basis for your
compensation plan, and I refer to them as the Core Four. They are
stock options, performance bonuses, salary increases, and base
salaries in that order of priority – from most complex to simplest. The Core Four
– as well as
angel investors and venture capitalists – exist for those who are not
independently wealthy to the point of being able to hire whomever
for whatever project to be finished whenever.
Stock options (on future equity in a company) exist as a long-term
incentive for your employees to remain with and grow your company
from its infancy into a mature, reliable, and successful business.
The products they develop are what generate and maintain this
growth, as long as those products – with some divine intervention –
have been properly marketed to their target audience, forecasted
sales figures for making a profit have been achieved or exceeded,
and THE MAN has not artificially flooded the market place in his favor. Stock options
– given in exchange for proper upfront company funding, or
an employee’s willingness to go without a salary until the company
reaches liquidity – can remain relatively valueless without quality,
well-received products to back them up, and top-notch focused
employees to build them up.
The games industry is a “what have you done for me this quarter”
business, decades removed from its hobbyist beginnings. Established
game companies – no matter how robust their library of popular video
game properties – must continually pump out new-and-successful
product in order to keep their share prices in the black. The only
exception to this rule involves the still-growing,
subscription-based MMO market. If you have a strong, E-rated MMO,
for an enormously popular property like “Dora the Explorer,” your
company’s stock could remain well into the black for years, with
simple downloadable content and maintenance updates every few months.
Stock options for many people resemble the Ferrari poster on the
wall. You believe you will have the car of your dreams someday, but
until that moment arrives, you just admire the poster, continue
working hard at your craft, and hope for the best. Stock options – for most non-corporate-giant employees
– do not vest for at least the
first 2-3 years of an employee's time with a company. This fact
compounds the pressure on the founding members of a company to
deliver one or more successful products until their vesting period
has been reached.
The numerous stock option bi-laws (from
common to custom) you choose to adopt will dictate under what
circumstances your founding team members can
activate, purchase, and keep those options. Stock options typically
require significant patience by those who may not be mature or
fiscally fit enough for anything less than immediate gratification. Many larger companies, in fact, have rules in place for
employees who are leaving the company. The employee may be forced to
sell his shares back to the company – sometimes at the original
option per-share price – via a stock repurchase bi-law (in the event
the employee wants to sell shares to anyone outside
of the company). The bigger the corporation – and the bigger the
number of outstanding shares – the bigger the lurking corporate
raider who could purchase those shares towards more powerful voting
rights on the future direction of a company.
Performance bonuses, for most people who have not worked at id or
Epic, exist as a bridge between the potential reality of annual
salary increases and the long-term desire of vested stock options
that maintain a high value. Performance bonuses can be tied to
successful individual tasks, departmental goals, milestone
deliveries, project completions, annual employee reviews, or all of
these measuring sticks.
While some companies prefer that level of
granularity so that the bonus money handed out has truly been
earned, most companies prefer annual reviews that conveniently
adhere to their fiscal year schedules no matter when their products
ship. Some companies provide bonus money the moment they notify
their individual employees that a bonus has been achieved, while
other companies make the notification along with an announcement
that “payroll needs to be adjusted, so your bonuses will arrive one
pay period or one month from now.” Some companies are kind enough to
provide these rewards as cash bonuses, while other companies deliver
less immediately-useful gifts under the theme “it’s the thought that
counts.”
When the performance bonuses cease to fulfill their original
purpose, through poor sales returns, poor development performance,
or unnatural corporate meddling, salary increases can fill the gap.
They act like a bonus that has been spread across the entire fiscal
year, and as long as your development team, products, and sales all
fall in line, salary increases should arrive annually or even
bi-annually, and without fail. Any company that is appreciative of
passionate but stable-minded employees in the face of the production
instabilities common within the games industry will have established
proper-and-reasonable base salaries for those employees, from the
beginning.
The Core Four all have their strengths, and their basic difference
being wait times. Salaries are immediate in most companies. Salary
increases and performance bonuses can occur at least once and
potentially twice per year. Stock options can potentially bring a
huge windfall as long as you can afford to wait them out. Most
would-be employees cannot afford to wait for their compensation.
They may not have another source of income, they may have little to
no savings, they may have a family to support, or all of the above.
If this is the case with people you really need on your team, you
should do the right thing to prevent any distractions from the
critical creation of your first product.
Go To Part
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