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Tom Sperry's picture

By Tom Sperry

October 30, 2008

Outsourcing is Not a Dirty Word

 

There are several main challenges with finding, selecting and working with a partner company in the co-development of a great video game. Here are some keys to success: 

 

1) Build the Relationship: You’ll interact with the executives, but get to know the team who will actually be doing the work. If possible, do an on-site visit and meet everyone in person. If you centralize outsourcing, make sure that the team who actually builds the product has a direct relationship with the outsourcing partner. Get references on their other projects, and get in touch with the local liaison to learn more of their experience working with the overseas producers and project managers. If you know that you will be outsourcing to this company in the long term, try to have the same team work on all of your projects. Be willing to sign a long-term contract with your partner and set clear expectations. This fosters the team relationship, enhances communication and consistency, and therefore improves the quality of the work.

 

2) Financial stability: Due diligence is absolutely required before you hand over work to your partner. Much like you would quiz a new interviewee about their qualifications, or a publisher would scrutinize a developer about their background and talent, you’ll need to dig into several different specialized companies to find the one that will deliver results and has the financial resources to survive.

 

3) Communication: Communicate more! Why is it that developers and publishers have weekly internal meetings but don’t have them with their partners? Understand and use communication tools effectively: anything from instant messenger and e-mail to Skype Video. Treat the counterpart as if they were in the same room as you. Also, take advantage of time differences if your partner happens to be in another time zone by setting clear duties and goals on a daily basis. Communicate this effectively by setting daily goals and assignments, and asking for daily reports so that the team can accomplish the tasks during your downtime.

 

4) Goals: Set clear expectations in the request-for-quotation (RFQ) process and the statement of work (SOW) to ensure that you have established benchmarks to receive feedback on all aspects of the project. Always set clear expectations right from the beginning – otherwise you’ll be fighting over the small stuff.  Be prepared to have flexibility in the contract and be willing to pay for these changes if needed. We all know that unexpected changes happen – it is the video games industry after all.

JoonasLaakso's picture

Working in a small country, it's not even about cutting costs, but rather getting the talent we need and just cannot find locally. Of course it's a nice bonus if it comes in cheaper than with permanently employed internal staff, but I can also see benefits in having the bulk of the art asset production done by a company which specializes in it, whether we have the manpower or not.

I would assume that an experienced outsourcing studio's processes are already geared towards delivering highly uniform work at a steady pace, compared to an internal staff which is often more interested in solving problems, doing fun projects and being creative in other ways than "straight" asset creation.

The communication can be a problem, though. It can even be difficult to find people who are fluent enough in English to feel reliable to work with and also comfortable with letting us communicate with their staff. I really wouldn't want to be forced to always go through a producer, especially with matters of art, although as a former advertising agency producer, I can fully appreciate the need for a go-between between the client and the artists.