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Indeed, making the relationship between the studio and the
outsourcer work smoothly is often the highest hurdle in the outsourcing
process, says Gilles Langourieux. As founder and CEO of one of the largest outsource
companies in the industry, Shanghai-based, four-year-old Virtuos Ltd., he is on
the receiving end of all that developers do -- and don't do -- to achieve a
good relationship.
While his goal is to take a load off the studio's shoulders,
to do that successfully, he says, the studio needs to put in some extra effort
in a few key areas.
"Pre-production is a must," he explains. "Every
asset to be produced must be clearly identified on an asset list and must be
linked to clear specs, references, and samples. There should be no room for
interpretation, which means that production documentation needs to be more
detailed than if it were for internal use only."
Another potential risk when outsourcing is quality
consistency which can be lower, he says, because the developer's art director
or lead artist can't walk around the artists' workstations all day long and
pinpoint issues in real-time.
One last hurdle occurs when the developer requires the use
of its in-house tools and either doesn't supply them or doesn't train the
outsourcer in their use.
Given Virtuos' size -- with over 350 staffers in Shanghai
and in the recently opened operation in Chengdu, China's fourth largest city --
Langourieux says his company has teamed up with most of the major developers
and provided services that focus on art, animation, co-development,
programming, and QA. Last year, Virtuos produced 3D art and animation for 13 of
the top 20 game companies.
"Let's just say that when you play a leading shooter or
a sports title or an MMO or the latest RTS," he says, "you have more
than a 50% chance of coming across art that we produced."
His experience has been that while the due diligence process
at most of his clients is fairly standard, the extent to which it is carried
out is not. Some developers visit Virtuos for a quick one or two hour
meet-and-greet visit and run a simple test run on one asset, while others
subject Virtuos to full-day audits and several consecutive pilot runs with a
different focus each time -- quality, consistency, timely deliveries, and so
forth.
Although Virtuos rarely has the opportunity to do the same
due diligence on its clients, says Langourieux, it does its best to get a feel
for the developer and for the project.
"We rely on the developer's reputation, the meetings we
have with them, and the pilot runs which greatly help us assess whether we can
be successful working together," he explains. "Sometimes we push back
on projects which we don't see as appropriate for offshore outsourcing. If both
the complexity and the risk of the project are high -- and it is the first time
we're working with that client -- we believe it is our responsibility to
propose to the developer that perhaps they ought to start with smaller steps
before outsourcing offshore."
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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.