Fran ois Dominic Laram e
<francoislaramee@videotron.ca>
Long hours, interminable projects, bad bosses, and layoffs are but a handful of the reasons why some game developers forego the relative security of regular paychecks and create their own freelance businesses. The rewards of self-employment are such that most of them never go back to regular jobs, except under extreme financial duress. However, going into business is a risky proposition, and one not suited to everyone.
This article summarizes the techniques developed by the author, over a period of five years, to minimize the risks associated with a freelance business. Valuable insight gathered from the Freelancer's Roundtable at the GDC in 2001 [Laram e01] and 2002 [Laram e02] is also presented.