Hi all,
I have a couple questions centered around the topic of hiring Construct developers:
1. What type of documentation does the developer usually require? Is there an industry standard?
2a. What are the normal contract types and how does pay work for each? (Ie. What if I just need a single part of a whole? What if the intended project takes way longer than expected? Etc..)
2b. What is a normal pay range for developers?
3. How does the employer protect their assets, ideas, etc. ?
4. How does the employer assure quality? (Ie. What if the employer is not happy with the results but the developer feels it is adequate? What if there are bugs later on down the line? Etc.)
Thanks all
1. There is no industry standard online, but you can do a hire for work contract as your country region has however those contracts are useless in the online medium, so as the above people i suggest using a platform that can reach and enforce a "pay for work" contract online globally (upwork, rocketlawyer etc)
2a. Usually contracts can be of 3 types in development world (being it games/websites/typography etc)
2a.1 Pay per hour of development being it trough upwork type of platform, or have the developer at your location or trough skype or discord sharing etc.
2a.2a Pay per milestone, now me personally i have a 25% sign fee upfront, that ensures the Employer doesn't quit and change his mind middle development and i did not wasted 2-5 days of work for nothing, work is work, and some people think sitting at computer and coding, designing or writing being it projects or storylines or even doing simple math problems is not work. So if he changes his mind, my 2-5 days of work is paid for, i don't offer days of work for free, as in the physical world you will not see that happen anywhere unless you are UNICEF.
2a.2b Now i personally divide my milestones in 5 parts that deliver at completion a demo updated every time, being it a website/game etc, that way you can show what you did in that milestone and not just say and expect the Employer or Client to know what you did, most people look at code and don't know what they are seeing, on top of most people don't know what they are asking most of time so you have to follow their indication and really try to understand what they want, cause they might say "make this character jump" but they might of pictured it "jumping realistically" and not "change Y coordinate position" which most of the project timelines are usually describing.
2a.3 Pay per project, this is rarely introduced depends on the project size here, if its small you can do per project like a small website that takes 5 hrs to make or a flappy bird type game, for big projects this is risky for both sides.
2b. Normal pay range depends on multiple factors, country of origin of the developer, expertise, language spoken etc. but overall a cheap normal hour of development goes at around 5-15$, a medium anywhere from 20-50$ and high over 50$ but at this point you have to be talking code like Neo in the matrix.
3. You can protect your ideas, graphics etc, by a NDA there are plenty of NDA templates on google that cover different legal aspects of IP over the internet, however... none truly protects you, so in the end the only thing that will protect you is have a trademark on that idea/product and since you don't have a product yet and is in concept stage you have to go on a 50% trust based system that is what we call today NDA. which is something that has no value, if you are from USA and the developer is from Indonesia, different countries different rules, and your country can enforce laws on other country, or their people ... i mean in any legal way, internationally, all that can truly protect you as i said is a trademark or a patent, and those things need a well documented idea or product made before you register it and is recognized world-wide.
4. Milestone management & revision agreements must be inside the contracts you make, without revisions and milestones you will not get your product that you think you ordered, that is the only way you as a employer can assure you get the quality you need, developers don't have a say in what is enough, if the product is yours at the end of the day, if they do have a say in what is enough, then they are not your employees they are your partners and that is bad for business, unless you think the same.
if you think i missed out parts let me know.
the above is from my personal experience, and my price value on my time, others might have different ideas of what their time is worth or experience.