by Knitter » 04 Nov 2017, 00:06
You hire programmers the same way you hire in any other field, the problem is always reduced to money, time and/or commitment. As a freelancer, both in and out of game dev, I can tell what I look for when accepting a job: Enough money to cover my expenses, commitment from the person/company that is hiring me and a clear understanding (in writing) of what I must do, when it must be ready and what I will not do. Even if you consider a contract to be useless, having in paper the scope of the task will help both sides.
But keep in mind that software development is expensive; game development is, usually, more expensive. A good developer, with game dev experience won't do it on the cheap if he/she isn't either doing it in spare time (will take a lot of time) or have the same interest as you do in the project (hard to happen); a cheap developer won't have the experience or care about the quality of the product unless you're talking about a dev that is the cheapest parts of Asia and you're paying in $US , € or £. But then you'll have to manage timezones, cultural differences/backgrounds/expectations, it won't be easier and you'll have to really be involved in the project (same thing for any dev that is not in your country or timezone).
Game dev forums and communities will always have some job board, but that is a hard way to find help, freelance sites can be an option if you can manage the project and deliver very clear tasks; best option, if the project is not just a pet project, is to find some dev company that can either get you in contact with freelance devs or has devs for hire; if you don't have enough money, try to go for someone in you college, maybe speak with your teachers.
If money is an issue, given the stress and difficulty of developing a game (naturally depends on the game size) most projects break due to loss of interest or financial issues in team members lives; if you're managing remote devs, issues with communication will easily break the team and the devs will walk away.