GETTING PUBLISHED PART 4:
Completing Your Contract Arsenal - NDAs, Employee and
Consultant Agreements
By Thomas H. Buscaglia, Esquire
Editor's Note: For a list of prior "Getting
Published" articles, click here.
This is the final installment in a three article
series of legal issues a start up developer should be
aware of, long before they even consider looking at a
developer/publisher contract. The first,
Initial Legal Issues, dealt with ownership,
corporate forms and starting a company. The second,
Just what are these games made of...legally speaking?, examined the different types of Intellectual
Properties (IP) that comprise a game and how they are
established. Now, we will take a look at some other basic
contracts every rookie developer should have: the
employee/consultant agreements and Non Disclosure
Agreements (NDAs). These basic agreements protect the
IP that form the core assets of your
development company.
The employee/consultant agreement assures that
everything that is developed by those working on your
game is the property of the company. It also should
contain an acknowledgment of any trade secrets your
company may have such as design, play, concept or even
the identity of your industry contacts. These contracts
can be as tight or restrictive as your "corporate
philosophy" dictates. Obviously, most start up studios
do not want the onerous type of atmosphere that many
"game factories" demand. But remember, no matter how
open source you want to be about your IP, if it is not
protected, you will not be able to sell it.
Here is a list of topics and a basic description of
what they are and why they are included in agreements of
this type:
Introduction - This introductory section
identifies the company and the employee or consultant
and the date the agreement is being entered into.
Definitions - Sets out specific meaning of the
important terms on the agreement. These terms are
capitalized here and will be capitalized throughout the
agreement to identify them as defined terms.
Information, works, and trade secrets - Sets
specific rules and procedure for employees/consultants
who deal with the companies intellectual property
including restrictions on use and dissemination to third
parties.
Customers and Employees of Company -
Restricts the ability of the employee/consultant to seek
to employ fellow employees or deal with customers for a
period of time after the employment or consultancy is
terminated.
Intellectual Property of Company -
Identifies all IP created by the employee as being owned
by the company. Major corporations often include any new
IP or inventions that a full time employee has while
employed, even if they are completely unrelated to the
company's projects. With consultants, the scope of IP
ownership by the company is limited to the work done for
the company. In either case, the employee/consultant
agrees to assign all rights in this work to the company
and also obligates the employee/consultant to execute
whatever documents are necessary to ensure that the
company's ownership of these rights is secure and
exclusive.
Your secrets and rights - This section relates to
any IP that the employee/consultant has or develops
outside of the agreement and to which they retain full
rights. This section often refers to an addendum to the
contract where the specific independent IP that is not
the company’s is set out in detail.
Third party rights and property - Here the
employee/consultant acknowledges that they have the full
rights to all the IP they bring to the company and that
their execution of this agreement does not violate any
other agreements they may have with prior employers.
They also agree that they will not violate any third
party IP rights during their period of employment or
consultancy.
Co-operation with Company - Requires the
employee/consultant to cooperate with the company in
maintaining and enforcing its IP rights including
everything from the execution of documents to testifying
in court proceedings.
Records creation and retention - Sets out the
documentation and records requirements to be followed by
the employee/consultant in conjunction with the work
being done for the company. There is nothing worse than
having a lead programmer leave your project and being
left with undocumented spaghetti code that only they
understand.
Arbitration or litigation of disputes -
Arbitration clauses usually are included to avoid costly
employment discrimination suits from employees. This
section should include any jurisdiction and venue
provisions, essential to making sure that any virtual
team members must proceed against the company where the
company is, instead of where they are. Also a sentence
regarding the awarding of attorney’s fees to the
prevailing party in any arbitration or litigation is
often included here.
Entire agreement - States that the written
agreement is the entire agreement and none of the prior
verbal or written statements or promises made by or to
anyone have any binding effect once the contact is
signed. This provision also usually requires any
modifications to the agreement be in writing signed by
all parties.
Signature - Signatures and dating of the
execution of the contract by both the company and the
employee or consultant.
***
Of course you may or may not want to have some of
these more restrictive provisions in your agreement. But
they can be easily modified to accommodate your
particular situation. For example, you may want to have
a very open policy regarding any work done that is not
directly included in your project or allow your team to
retain some of the IP rights to tools and technology
they develop. In addition, since everyone involved in
game development must keep a portfolio of some sort,
carving out exceptions for such limited uses of company
IP is probably appropriate in most cases.
The bottom line here is that you must have some sort
of agreement for your employees and consultants that
deals with these IP ownership issues, conclusively
transfers all ownership of IP to the company, and sets
out the responsibilities of the employee and consultant
regarding the company’s preservation and enforcement of
these rights. And it is best to have this sort of
agreement drafted specifically for your situation by a
knowledgeable attorney
NDAs
So, now that we
have the IP identified and nicely owned by the developer
how do we dare show it to anyone for fear that they will
steal it from us. Enter the Non Disclosure Agreement
commonly referred to as the NDA. Most of us are familiar
with technology related NDAs which accompany SDKs or
technology demos. Some even accompany parties in night
clubs (remember the 3Dfx NDA parties at GDC?).
These NDA are required by technology companies to help
control the unauthorized or premature release of their
new technologies. They also are necessary to retain the
"trade secret" nature of any portion of their new
technology that is not covered by patent or copyright.
Remember, it is essential for a trade secret to be
treated as a secret by the company - NDAs do that!
NDAs have a lot of other uses as well. Any time you
show your stuff to someone not already on your team such
as potential team members, investors or other developers
an NDA is a good idea. However, they are not generally
used when presenting your game to a prospective
publisher, where you would think they are most
necessary. In fact, publishers will
rarely sign an NDA with a developer prior to
checking out a game. You see, publishers have games in
process and are reviewing hundreds of games every year.
If they sign an NDA with you then they run the risk that they
may already have a game substantially like yours either
in the works or under consideration. Of course you can
ask. But don’t expect much.
However, this does not mean that you should not have an NDA in
your arsenal of contracts. You should. After all there
are plenty of other people who you may want to have sign
one. Especially as your project progresses and your need
for feedback from outside of your team grows. Let’s take
a gander at a basic NDA >>>
Continued on next page