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- Protecting Your Start-Up From
Being Shot Down
– Part 4
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- Go To Part
1
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2
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3
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4
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- May 10,
2009
- By Eric M. Scharf
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Resource Incentives
The language of the invention and performance clauses you build into
each founding team member’s compensation package should strike a
fair and proper balance between subjectivity and the corporate
bottom line, providing equal protection and respect for both your
all-important maiden product and the people charged with
constructing it for you. This statement is not obvious to everyone,
nor does it jive with how some people wish to do “business.”
While established game companies are not being referenced here, a
few common trends to expect down the line are worth mentioning – regarding resource incentives from the perspective of both the
companies and the employees.
While quite a few established game development individuals have
begun to wise up on signing (straight-away) any standard-issue
employment agreements that include vaguely described incentives
(stock options, bonuses, and raises), the newer members of the games
industry workforce are just happy to be in the business. They
will typically sign up without reservation and complain later if
they have outperformed their agreements. Such is an industry that
now can pull resources from truly global, lower-cost competition.
The quality of that competition is another story . . . but I digress.
You can expect the highly-coveted veterans, however, to want
everything established upfront and in writing, with forward-thinking
clauses designed to compensate for performances above and beyond the
call of duty at every stage of production on current and future
products. This desire goes hand-in-glove with the depth of resource
valuation and planning you should be performing in general.
Some established game companies are willing to negotiate with
veterans on certain employment agreement terms, such as built-in
performance review dates, where if specific employee goals are
achieved, reasonable compensation incentives are triggered in the
form of an instant salary increase or a pre-product release bonus.
While most companies will never agree to simple performance goals or
free giveaways (unless the employee in question is a figure head),
there are companies that do appreciate getting something positively
unexpected or remarkable from their resources. You can expect their
performance goals to be challenging but achievable without an
employee having to give up their first born.
Performance review dates, to be clear, will always be more palatable
to an established company, as the performance reviews that occur on
those dates can be performed with a subjective eye, for better (with
an appreciative and empowered supervisor) or worse (with a company
who wishes to get the milk for free rather than buying the cow). “It
is nothing personal, just business.”
Other established game companies are determined to stop short of
that point, explaining that "everyone else has fallen in line with
our standard compensation agreement, and we only want team players."
It is, after all, a company’s right to take this approach, which is
fairly common practice in the industry unless the company is
dead-set on signing a specialist with rare skills.
A start-up
provides a clean-slate from which a new employee compensation plan
can be generated, with plenty of room for customization. An
established company who takes the “one size fits all” approach would
have to perform a quadruple bypass on their general compensation
plan to allow for the same level of customization, potentially
leaving many (of the "at will" employees) within that company extremely unhappy with the results.
Resource incentives are never absolutely perfect. You can, however, make the
honorable effort as with resource valuations – to discuss
your talent-to-value ratios face to face with your team members – and
establish incentives from those discussions. Your team members will
be far less likely to balk – or “sit out training camp or the regular
season” as professional athletes sometimes do when they feel they
have been financially wronged – in the face of your honest desire to meet them
half way.
Geographic Location
The physical location of your studio – even in this growing age of
outsourcing – can be incredibly important depending upon your
approach to game development and corporate visibility. Your approach
dictates the level of investment in your company headquarters, and
it all begins with trust. Baseline questions on "location, location,
location" would be:
A)
Do you implicitly trust your would-be teammates outside of a
corporate firewall with proprietary assets at their digital fingertips?
B) Do you have any concern that one or
more of your would-be teammates would
ever attempt to restrict access to assets or hold product development
(and your company) hostage at any point in the future?
C)
Do you need to be working shoulder-to-shoulder with your
development team every day for optimal productivity (whether you are
a control freak or feed off the creative energy of those around you)?
D)
Do you believe your team can deliver the highest quality product
possible, whether as a same-location team or scattered to the four
corners of the planet?
E) Do you believe that allowing your
team to work from home, err, "engage in remote work" would ease
their own personal / familial burden and encourage them to work that
much more enthusiastically for you?
F)
Do you believe in having a “core hours” policy?
G)
Do you need a formal office space for investor presentations and publisher
meetings, as well as press events and personnel interviews?
Regarding core hours, I have a more flexible alternative I call
“core availability.” Employees – whether in-house or outsource – are
still encouraged to perform their tasks during core hours. If
something occurs to derail their ability to attend mandatory
meetings in person, then, they simply
have to be available by any means of communication (mobile phone,
land line, web camera, or two tin cans and a string).
It should come
as no surprise that this policy only works with some of the most
capable, mature, and organized folks in the industry – some of whom
you may get to work with someday. If you have a team that just knows
the score and “gets it,” then, core availability will blend very
nicely with them. While there are some exceptionally-talented
international night owls – like a good friend of mine in Tokyo –
external contractors outside of your country should be exempt,
unless they are insomniacs.
Regarding literal and virtual office spaces, some people focus on
camaraderie when discussing the merits of all team members being
together in one location. Others are focused on the increasing proof
that team members – given proper telecommunication connectivity – can
function, represent a company, and succeed just as well on their
own. My experience leads me to believe that you can be flexible
depending equally-and-specifically upon the type of product you are
building and the maturity level of your team members.
I enjoy knowing that I can approach any team member about an urgent
issue, in person, when I have everyone under the same roof. You do
not have to worry about time zones, faulty Internet connections, or
poor quality web cameras. I also enjoy knowing – if I have my core
team of between 4 and 10 developers in-house working
shoulder-to-shoulder with me – that my directives will be delivered
to the rest of what could be a very large outsource team.
You have a choice to make – from having a literal, virtual, or hybrid office
space – that has much more to do with your team’s maturity and
reliability than it does with your monthly lease amount, spectacular
views, carpet quality, or paint color.
Funding Commitment
Once you have made your best effort to valuate your founding team
members and have settled on the most feasible geographic
requirements, it is time to direct your complete attention to your
funding source and the financial support being made available
to you. This is assuming your funding source agrees in principal
with your requirements versus the list of production expenses and
statement of work you will have provided. His agreement is not a
given – no matter how prepared you appear – no matter how viable your
product idea.
There are people, even in today’s unpredictable economy, who like to
romanticize that they will receive funding from a Daddy Warbucks
investor who has “always been a big fan of video games and who is just
so thrilled to be involved." This unicorn investor just wants to “provide palettes of
money so that you and your buddies can realize your dream of running
your own game company and making your own games by your own rules.”
Yes, there are still a few of those impossibly generous and
unquestioning people out there – who are in constant awe of the
sheer creative energy you display – and I have met some of them.
Pretend for a moment that you will not be meeting Daddy Warbucks or
breaking bread with him anytime soon. If your funding
source wholeheartedly agrees with the materials you have provided,
be prepared for the possibility that he may ask for a piece of the
company or even co-or-sole ownership of your IP in exchange for his investment. After all, potentially
getting a solid
return on your investment plus interest is just not exciting enough
these days, regardless of economic conditions it seems.
Now, I know you have not come this far, working so hard to start-up
on the right foot . . . only to give even a small piece of your professional life and soul
back to THE MAN. This is supposed to be your show, not his or anyone
else’s. It has become quite popular, however, to offer investors “a
seat on the advisory board” of a company – start-up or established – in exchange for additional and future rounds of funding.
That advisory board only meets once per year, and any guidance
gleamed from that meeting is merely "taken under advisement." It is your
ship and you are the captain . . . unless your funding source
happens to be a prominent games industry advisor. If this is the
case, he may decide he wants the (real) advisory seat as a permanent
token of your appreciation.
Your advisor / investor, ideally, will have meaningful business or
product development guidance to offer, including some
well-publicized and voluntary evangelism for your company and maiden
product (e.g. John McEnroe is now the Chairman of the Board for "You
Cannot Be Serious Games" - read the interview here!).
Nonetheless, the due diligence you were supposed to have performed
on your potential funding source either tells you he is a safe funding bet only
. . . or
a safe funding bet with advanced and reliable knowledge about the
inner workings of the games industry and product development. If
your funding source is all that and a bag of chips – and you believe
you still have a lot to learn from someone like him – then, make a
reasonable stock proposal that allows you to keep controlling
interest in your company.
If he is relatively passive about
securing part of your operation, you may be able to get away with
forking over as little as 10-30%. If he is aggressive, however, be
prepared to end up with a 51 / 49% split in your favor. And, in case
you were unaware, any stock options allocated to your founding team
members originate from YOUR remaining share of the company. “Think” –
remember?
And what if neither you nor your attorney – in finalizing your
financing – have the backbone to retain-and-protect any more than
49% of your company? What if your funding source proves to be your
own personal Carl Icahn? You will have the (tremendous) added
pressure of always trying to deliver acceptable results one step
ahead of his impatient desire to forcibly finish, err, sell off your
dream.
Cuddly corporate raiders aside – after agreeing to share the company with your sugar daddy, you may
find him to have an unforgiving eagle eye for pretenders and razor
sharp talons for unprepared talent. “You take the good with the
bad,” as the saying goes, but if the plan you delivered to your new
partner convinced him that “we will not cut corners,” then, do not
give him an excuse to think otherwise.
In the event that you are not forced to give up part of your company
in exchange for funding, there may still be another gotcha’. Your
funding source may actually be disinterested in covering the
expenses for anything more than the pure product development effort
(salaries and commercial tech licenses only), forcing you to enlist
a second investor just to cover the remainder of your
not-so-secondary expenses – such as an office lease, production
software costs, furniture and hardware expenses, utility
installation and usage, employee benefits, food stuffs, and so much
more. It could be worse, as you may not find a second willing dance
partner. You could end up having to approach a traditional banking
institution about a business loan in YOUR name. Your banking
institution of choice may struggle to take you and your business /
product proposal seriously. “May good credit be with you . . . always.”
The Top Dog
Once you have finally committed to your funding source and received
the life blood of your product development effort, you must focus
the microscope on yourself. It is assumed that you – as the owner of
a game development company – are both an established game developer
(artist, designer, programmer, musician, or a hybrid) AND a
responsible business person. As much as you may rejoice at being
down in the development trenches with your founding team members,
you must apply equal attention to your business.
If you suddenly have a change of heart and are unable to perform
such a carefully balanced workload, then, you should choose between
product management and business management . . . with alacrity. You
should hire a highly-recommended manager to take the “short straw.”
If you choose to ignore your own shortcomings and you place your
own ego or need for complete control before the needs of your company
(product and team) – for which you have so painstakingly planned – then,
you have potentially doomed your whole operation to mediocrity or
absolute failure. People at the top of the mountain – whether there
by choice or not – all have one thing in common: they all must
perform their duties with the big picture and dependent employees in
mind at all times. You are no different.
Then, again, there have always been business managers who think they
are creative enough to be game developers, and there have always
been game developers who think they are savvy enough to manage a
business. And, then, there are those who prefer one over the other
while still wanting credit for both. Which one, pray tell, are you?
I have been a part of the games industry for about 19 years now,
starting with an internship at Broderbund Software. The industry
business model, however, appears to be stuck in a perpetual
internship of its own that began with the creation of the first
pinball machine. In an industry that encourages a regular habit of
poorly planned beginnings and unnecessarily painful endings, you
should take an all-hands-on-deck approach to why you and your
colleagues wish or need to go into business.
Successful games are
great fun to play, hard work to create, tough to manage, and a
nightmare around which to build a business – if you do not keep
up your forward-thinking end of the bargain. You should honor the
long-term requirements of your company by making your business model
as airtight and contingency-laced as possible . . . and by developing
well-rounded compensation agreements, thus, keeping all eyes focused
on your maiden product. The effort of your focused team will help
ensure a successful product that helps turn the potential of
compensation agreements into a well-earned reality for all involved. You need to be as reasonably
and proactively prepared as
possible – before reaching the starting line – to lead the good fight against any issues that would
conspire to shoot down your start-up.
The Lasting Message
The only difference between you and THE MAN involves the choices you
make following your first taste of success – assuming you have
followed my guidance in the lead up. THE MAN began just like you
with the best of intensions: nimble, manageable, and focused on
quality products above all else. THE MAN had more hits than misses,
and the stars began to align, allowing him to expand, develop more
products at once, and build a name brand. Once THE MAN had a name
brand, his focus changed from maintaining the infrastructure and quality
necessary for top products . . . to leveraging his name brand with
as many products for as many markets as possible.
THE MAN added
shareholders by the acre and used the proceeds to continue growing
his mass market armada. Today, THE MAN has a bloated empire with
enough brand names to fill an entire grocery store, but too few
innovative, quality products. THE MAN – for all of his immense
profits – must continue spending all of his resources to annually replenish
those brand names within all of those markets or be faced with overhead
reduction in order to keep his
shareholders happy. Overhead reduction is not a win . . . but a
temporary distraction from the reality of average products propping
up an increasingly hollow brand name.
I wonder what you will do following your first
taste of success in the topsy-turvy games industry. “Think” –
remember?
Go To Part
1
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2
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3
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4