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[Last month, Gamasutra spoke to three major proponents
of outsourcing to discover the case for outsourcing. This time around, three
different flavors of outsourcers -- Production
Road, Virtuos, and Darkside Game Studios
-- discuss what differentiates each of the relatively young companies from each
other.]
Despite popular suspicions, if outsourcing is causing job
losses at western development studios, that is no one's intention.
At least not according to Andy Cheren, president of LA-based
Production Road, a new brand of outsource project management company that is
taking advantage of the growth in convergence among videogames, movies, and
other digital media.
"Not one client has ever told me that their intent is
to save money by cutting jobs," Cheren maintains. "Developers who
outsource are doing it to get more on the screen, to spend money appropriately
to make the game the best they can possibly make it, and to take some of the
pressure off of their core team's functionality."
As an example, he cites a Southern California-based first-party developer of
a major publisher with its staff of 120. "They don't want to grow larger
than that," Cheren says, "which means that if you ask them to do
multiple iterations of both of their next-gen console IPs simultaneously for
multiple SKUs, something is going to break. But if a developer's
management supports its team leads by embracing the outsourcing model, they
will be better able to polish and enhance their projects, they won't become
overworked, and their quality of life will improve."
Cheren, a founding owner of recruitment firm Digital Artist
Management, helped launch Production Road
just 19 months ago as a sister company to DAM.
He describes the firm as "a global production company
that offers services and development capabilities to clients in all sorts of
new media entertainment." In fact, its first project had nothing to do
with games; it involved the car modeling and texturing on the Warner Bros.
live-action movie Speed Racer.
"Warner Bros. had hired Digital Domain to build the art
assets but then they had a capacity issue and weren't able to meet day-and-date
delivery," Cheren explains. "They brought us onboard to take on that
part of their obligation to Warner Bros. that they knew we could handle through
our development team in Korea.
In effect, we were able to find an outsource company for an outsource company."
Cheren describes Production Road
as a hybrid -- part agent, part packaging company, and part virtual studio. "Our
internal team of 10 executive producers, visual effects supervisors, art
directors, and technologists act as a clearinghouse. We function as an external
project management team that's brought in to use our expertise to solve a specific
problem," he adds.
That expertise, says Cheren, stems from DAM's nine years as
a recruiting firm, having compiled a Rolodex of thousands of key contacts
throughout the industry and having developed intimate relationships with many.
"What we're doing is like recruiting on steroids,"
he says, "where instead of moving one person to do a job, we're helping
move large numbers of teams with highly specific skills, packaging them
appropriately, and managing the development based specifically for our clients'
needs. For example, if our client requires AI vehicle and physics development,
we have teams vetted in our worldwide network that possess previous experience
to do the job, and then we make the relationship work."
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The outsourcing industry has far too much hyperbole and used car sales tactics happening at the business level.
Beware of hyperbole. Contributing to a handful of games is not most. There are outsourcing studios out there with 10 times as many clients and projects contributed to.
(They're different animals.)
While lower intitial prices might be available in China, I've found the best results are usually had working with companies in N-America or Europe, definitely if you're new to outsourcing.
In most of those studios you will find game development veterans who have a better understanding of the work.
That said, there's definitely a place for both models, often on the same project. You learn to use each studio for what they're capable of.
Seems like there is a member of Massive Black posting on these forums... The hints are hilarious.
Suggestion: Do your own due-diligence, contact the firms who you will find are very approachable and generally proactive. See what they say.