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An Examination of Outsourcing Part 2: The Contractor Angle
 
 
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Features
  An Examination of Outsourcing Part 2: The Contractor Angle
by Paul Hyman
16 comments
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September 8, 2008 Article Start Previous Page 2 of 3 Next
 

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.

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"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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Comments

Anonymous
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Gilles comments about virtuos working with most the major developers is false. His comments about working on fifty percent of the rts, fps and other titles is false. In three years in business they have worked with a handful of publishers and a handful of developers. That is not MOST.

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.

Anonymous
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I am an outsourcing producer and agree with much of what was said. However, I don't know who any of these companies are, except for Virtuos. The biggest lesson I learned was to properly vet studios. If you are working on something like Diablo 3, and they only have bad wii art or code, you can find someone more appropriate. If you are working on cel phone games, use a company that does that. Get their references. Ask for their client list and call those clients. Do your due dilligence. The previous poster is right about the issues that come up when dealing with outsourcing studios who claim to do much more than they actually do.

Anonymous
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Quality varies at the larger outsourcing studios in my experience. One month things are good, another month when resources are shifted, I saw a considerable quality loss and had to invest in additional internal resources to handle it. I prefer to use the boutique shops in China and India now. I am getting what I ask for because I made that decision.

Anonymous
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im curious to know if there is a listing of companies out there that handle outsourcing. i find it difficult myself to find a company that isn't overpriced or under qualified..

Anonymous
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I'd say there are a bunch of decent companies in China and Shanghai specifically where it seems the concentration of outsourcing companies are globally. Virtuos is perhaps a top company in staff numbers but certainly not top in quality and consistency. If you can't get it right every time in one location, how on earth can you do it in two locations? There are other really good companies such as www.minliusoft.com, www.pearldigital.com, www.art-coding.com, www.is-games.com, www.vykarian.com. You should take a look at all the links if you are looking for a list. Another point when discussing 'overpriced'. Many vendors suggest inflation is adding to pricing pressure therefore must increase prices to clients even though slightly. It's all BS and a well managed vendor is likely not passing on any price increases to their clients at least for a few more years. Hope this is helpful.

Anonymous
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When it comes to art outsourcing I would recommand to give www.xpec.com, www.pearldigital, and www.vykarian.com a try. I heard too many stories that virtuos weren't performing to what they have promised.

Anonymous
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www.massiveblack.com was very good. Their 3d pricing is the same as the others in Shanghai but the work is far better than any of the work we got from any of the other companies we tested. They did a ton of work with me on my project. Great stuff. Great process. Great people.

Tim Carter
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In old, robotic, clenched industry-think you can't try out an outsourcer until you do full due diligence and so forth. How about this? Remember it's just an outsourcing contract, not a full game publishing agreement. If you want to test an outsourcer, just give them a little gig and see how well they do. No need to get your knickers in a knot.

Tim Carter
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Also, if you really want to focus on quality, start looking at the *people* you're outsourcing with, not the companies. If a company loses it's best people, what good it is any more? It's the people who make the games and have the talent. The only possible exception to this is a company that is indivisible from one of its principles and owns some solid tech IP - but even then, you're talking about an engine and some lead coding talent.

Anonymous
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Outsourcing =! offshoring

(They're different animals.)

Anonymous
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I personally would never work with an outsourcing company that was difficult to visit and which I wasn't in the position of working directly with the creators doing the actual work. Too much risk. If I always have to go through top-tier management to get basic stuff done, there's too much of a disconnect.

Anonymous
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Agreed, outsourcing is not limited to working with companies in different timezones.

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.

Anonymous
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We use a US based studio that has operations in China for the art for both our games. We did not want to have to pay US rates for the grunt work and were able to get the more complicated stuff done nearby. So far the experience has been very good.

Anonymous
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I second the vote on Massive Black. Those guys rock! Best in the business, by far.

Anonymous
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Love the first comment 'Beware of hyperbole'.

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.

Anonymous
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Ask for references


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