What Went Wrong
1. Complicated Tool Chain.
Engine licensing is important to our model. We don’t have the staff or
desire to spend years creating an engine from scratch. On Stubbs, we used the Halo engine, which was great for us because the engine kicks ass and we all knew how to use it. But, with that said, the Halo
engine had never been licensed before; there was no documentation and
no internet forum or third party support for it. Any training our
contractors got on asset creation had to come from us. The Halo engine has its own unique asset path and idiosyncratic behaviors, so the learning curve slowed us down and wasted time.
In some cases, we decided it wasn’t worth training a contractor to
produce game-ready assets; we’d just bear the burden of cleaning and
importing the assets ourselves. This was tremendously inefficient. In
other cases, we had to devote art director time to basic training. I
think in the future we’ll dedicate someone to tool training so as not
to create a production bottleneck internally.



The many faces of death - Wideload commissioned a number of artists for Stubbs' concept art, and used the best of each.
2. Contractor Selection.
We could have done a way better job of vetting potential suppliers. We
got lucky and found some incredible people to work with, but our
selection process had three problems. First, not every asset class that
went into production had a shippable asset reference to go with it. We
made it a goal to develop the first version of every object type
(character, vehicle, environment, scenery, weapon) internally and send
that as the level-setting reference, but we got a little too
enthusiastic in some cases to wait for that. This made it difficult to
set the bar for everyone.
Second, not every
contractor was required to submit a test asset. This was another goal
we set, but again, we jumped the gun in a few instances, which was a
mistake. Omitting this step allowed incorrect expectations to emerge
and caused underbidding. In the future we’ll set expectations of
quality and scope for potential contractors before they submit a bid
and start working.
Third, we underestimated how
important good management and art direction is for contractors. We
worked with one art house in particular that was stretched too thin and
sold us on the A team, but gave us the B team. They experienced a bad
cash flow squeeze during production, which strained our relationship.
Additionally, their art director was not experienced enough, which made
it really difficult for us to manage quality across their team. Had we
discovered all this in the selection process, we would not have had to
waste time replacing the contractor during the middle of production.
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