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Early
morning lectures are difficult at GDC. With the company parties, open
bars, and hordes of old friends catching up, waking up in time for a 9
AM lecture is among the more difficult activities one can engage in.
This particular lecture, however, had little problem in gathering an
audience. Outsourcing has long been on the minds of software developers
and looks to be an inevitable as we gear up for games with more assets
than ever before. Many were looking forward to hearing of a successful
relationship leading to a multi-platinum, 93% gamerankings.com-rated
title.
Microsoft's Forza Motorsport
outsourced parts of the production to three different studios:
Washington-based Valkyrie Entertainment, Glass Egg Digital Media of
Vietnam, and Dhruva Interactive from India. Lecturing on the
outsourcing process that helped make Forza Motorsport what it
was were Dhruva Interactive CEO Rajesh Rao, Microsoft Game Studios Art
Director John Wendl, and Microsoft Business Manager Nick Dimitrov.
A
combination of art requirements and a strict time schedule brought the
Microsoft Game Studios management team to pursue outsourcing. Eighteen
complete track environments and 230 cars, complete with LOD, damage
textures, and extensive customization needed to be completed over a
year-long production schedule. MGS needed a way to dramatically
increase their production team size.
First
came a decision on what to outsource; cars made the most sense, as they
required little art direction, being licensed vehicles. From a software
perspective, they were very modular components that didn't have to
integrate in any particular way with other components. "Deciding what
to outsource is critical," said Wendl. He also stressed that it's
important to start gently by starting with assets that don't take
significant risk.
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Dhruva Interactive CEO Rajesh Rao
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Microsoft
went through a long, two-phase evaluation process to choose their
vendors. First, there was an evaluation of 5 companies to determine who
could hit their desired quality mark. During this time, there was no
time limit. This reduced the field to three, which Microsoft evaluated
through a second test phase: make four complete cars in four weeks.
Here, Microsoft looked at how the vendors were able to deliver on time
and on spec. Wendl emphasized the importance of the spec. "Even if
there is a better way to do it… innovative is less important than
hitting the spec."
From
this process, Microsoft chose two vendors for outsourcing. Using two
helped to diversify the risk to Microsoft's end while bolstering the
team significantly. Dimitrov also added that on the business side of
the decision, it's important to mitigate risk by choosing to outsource
to vendors with diversified revenue streams.
The
preparation for the beginning of outsourced production was significant.
Microsoft established dedicated staff and QA for the outsourced
production. They also prepared a full prototype build that led to a
finalized spec to provide to the vendors. These specs need to contain
lots of detail. There also should be some of the work detailed in the
spec done in house; this way, it's easy for the home base to recognize
that the spec does or does not work. Also, it's important to allow lead
time to the vendors to allocate resources to the project.
Wendl
noted that in production, it's important that the vendors work on the
assets from start to finish. "Working on someone else's art is the
worst thing for an artist," he said. Dhruva was outfitted with a
complete art production pipeline with the same tools and development
kits as Microsoft. Quality assurance was done on both Dhruva's and
Microsoft's end; sync between the QA leads on both sides grew with each
passing milestone.
Rao
noted the fairness and respect with which Microsoft approached the
project as key to the successful relationship. Problems that arose,
even those that were solely on Microsoft's end, were made known quickly
to everyone and changes were implemented. In contracts, creeping
featurism is always a difficult and scary proposition, but Microsoft
was always fair with the additions and careful to keep to the spirit of
the original agreement.
Wendl
noted that while the production process went smoothly, the process
wasn't as efficient in regards to shutdown of the project. "We didn't
really have vendors doing much bug fixing after [the content complete
date] but we are looking to do it much more extensively in the future."
By the project's end, Forza
was a clear success on both the time and cost front, with quality
results that didn't suggest three separate groups in three countries
doing the art. There were some things that went less well, including
bug fixing, late changes to the spec, and inaccurate estimations of
some of the parts work. These in varying degrees are inevitable, and
flexibility on both sides of the relationship is important. Wendl
talked about how important it was to treat the company as "an extended
partner, not just a vendor." Keeping this in mind can help things go
smoothly over a wide variety of problems that may arise.
All
three agreed on the point of strong respect between all parties
involved. Even in cases where the chemistry grows sour, "Be open," said
Wendl. "Never burn bridges."
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