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Comment by dangus

8 hours ago

OP wasn't ripped off, OP just forgot to define their contract. Like, entirely.

Nobody forced OP to work 11-14 hour days. Contracting 101 stipulates that you define your hours ahead of time. You come in, you provide your expertise, and you leave at the end of the day. Let the client's junior employees work long hours. Not your problem.

OP brought their own equipment, which is totally fine but "who provides equipment" is also in the contract from the start. OP should have made a list of equipment that the client will require to complete such a project and stipulate a client budget be set aside to cover any shortcomings as they arise.

The contract is where you define when you get paid. "Deposit is XYZ quantity, non-refundable. Contractor will be paid for the upcoming week in advance by X date. Failure to remit payment will halt work."

I understand that the point of this blog piece is that it was a learning experience for OP but this stuff is pretty obvious isn't it? This is pretty much what comes up when you google stuff like "how to get into freelance contracting." I'm shocked and feel bad for OP for letting things get this far. Sadly, they were not ripped off by anyone but themselves.

These types of situations are endemic to my industry, for better or worse. I wasn't intending to complain about the working conditions by way of making it seem as though any of those things were unusual — I was providing that context by way of saying I conducted myself as a professional does in these situations. I've been in this (immersive, interactive, creative tech) industry for 20 years and those conditions are absolutely expected onsite when commissioning, installing, or preparing for a live event. Refusing to work beyond say an 8-10 hour day would leave the project unfinished and we work on a 'show must go on basis'. With that said, doing this for 20+ days without a break is unusually grueling, even for this industry.