4 ms·
You've discovered the reason many go freelance while building their own products. It is much easier to base agreements on a project level rather than the ol' f
by drawkbox 12y ago
You've discovered the reason many go freelance while building their own products. It is much easier to base agreements on a project level rather than the ol' full-time we own everything you do end all contract that is a full contract or full time employment agreement.
I try to only sign agreements that match the type of job, i.e. I might agree on a non-compete for 6 months if it is a 3-6 month contract with a paid non-compete period, but not a 6 month non compete on a 2 week job. Outside of a full time job businesses have to pay for their anti-competitive ways if they want you to sign a non-compete/work-for-hire that is not an acceptable timeline. NDAs, work-for-hire when fulfilled with payment are not a problem usually.
Non-competes are destroying innovation and force people to go indie.
In the game industry, contracts there (old school ones) also sign you on to own ALL of your on time and off time products. So you will always see people in the game industry break out on their own when looking to publish otherwise it is owned by the employer or could be.
I would do what you need to do though, no matter what they won't like a worker's time/focus being consumed with another project. Better to keep this one to yourself and do not work with anyone from that job on it, that could get you into trouble. You have one foot out the door now if you are doing this. If you do get big enough for them to notice and it is a problem then you can continue with that path. I wouldn't even worry about them caring about it unless you are directly competing or working with a client of theirs, both of those reasons will be problematic and wrong. And again, do not work with other employees there on this venture. That is where it becomes a very problematic and wrong.