Clair Obscur: Expedition 33 Director Came Up With The Game While Bored At Ubisoft

Yeah I thought the same, I'm trying to write a novel, and technically my employment contract states that any intellectual work made during my employment belongs to them, so I don't know how it would work

I can't believe this shit is even real. Company basically owns you.

Cyberpunk was based on a real story all along.
 
In the US, your employer owns any intellectual property you create that happens as a result of your "regular duties". This has been settled in court many times here that "regular duties" extends to creative projects done outside of work hours and not on company time - assuming you were hired to do creative work like he was. If you're hired by Ubisoft to "create video games", then if you create a video game of your own while working there (even at home), Ubisoft owns the rights to it - or at least can usually successfully argue in court that they should.

This sort of thing is typically also covered under employment contracts and company policies that have to be signed and agreed to get jobs at big companies the size of Ubisoft.

All that is to say - since they're in the EU I imagine a lot of the dystopian copyright / trademark / patent laws like these don't exist there, and they're likely fine. But as an American it's weird to me hearing someone admit to starting a project like this while working for a big corporation.
There is no way it works like that in normal countries. That's utterly insane. So if i get hired as a carpenter and then do a table for myself at home, the company can claim that table?
 
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Then I hope more people in some team from any major publisher get bored and carve their own path with their idea's.

Amount of people doesn't make a good team. A good idea and talent does.
 
I'm really happy for the devs success. The game clocked past 2M copies sold already, more than likely will sell at least another million..

at an average price of £40 for the game thats £80M, and considering the budget was supposedly less than 10 milly, that is an amazing profit.

Almost certainly cements the studio in with the greats of the generation, and guarantees more games by them for years to come
 
There is no way it works like that in normal countries. That's utterly insane. So if i get hired as a carpenter and then do a table for myself at home, the company can claim that table?
This only usually deals with intellectual property, but there are examples where like someone is hired as a digital artist but then creates a physical painting and sells it for thousands of dollars, and is then court ordered to pay that money to their employer.
 
I'd argue that 100 is already way above the limit. People would barely feel much sense of ownership, if any at all, over the core vision that way and would just be another anonymous cog in the machine. Without any clear sense of ownership, the vision and development would fall apart and get lost like we see happening right now in the current AAA model. Not to mention the issue with communicating the same vision to 100 other people would be a daunting task to keep in check. The leaner the team, the better.

I'm already kinda iffy about the ~70 team size figure. Anything nearing that range should be scrutinized. People working in these teams should feel like they can see a cohesive and clear vision while having a tangible feeling that they're delivering something personal at the same time.

I get what you're saying, but we have hard proof that 100-150 people sized teams can be incrediblely successful. You don't want to take that away from the Game Producers that know how to manage a large team.
 
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