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Why outrourcing studio doesnt give creditis to artists?

polycounter lvl 6
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focus_method polycounter lvl 6
outsourcing studio where im working atm as a 3d character artist doesnt give any credits to artists even tho we work on AAA and AA projects for PC and PS5.My question is why? we split tasks...its not like one artist is responsible for the full character sculpts. Low poly, textures,grooming. But that doesnt matter. I have seen people posting their work as they worked on some part of the character (for example grooming or texturing) is it because the studio is basically vendor? artists working with me are not complaining about this at all which i find a bit weird. All i want is after project is shipped/released to have signed my work and approved to post it on artstation

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  • Eric Chadwick
    The credits are usually controlled by the end client.

    The outsource vendor can include a clause in their contract with the client, that all contributors must get their names in the project credits. But this is up to negotiation, and some clients will balk. 

    The vendor can also include a clause about allowing portfolio use for artists, usually to be allowed after the project has been publicly released. But also not allowed for stalled or cancelled projects (unfortunately for the artists, but you can get around this by making a password-protected section of your portfolio, or just showing it to a potential employer in person during an interview).

    Your artstation link seems to be broken, btw.
  • zetheros
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    zetheros quad damage
    it's because outsource studios are modern day slavery. It's simply cleaner and cheaper for AAA studios to outsource all of their dirty laundry overseas

    https://www.youtube.com/watch?v=RR9HQ2C6h_4
  • focus_method
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    focus_method polycounter lvl 6
    yes thats true @zetheros

    I feel it through the work. Basically 70% we are doing stuff they dont want to do, such as retopo,UV/udims ,baking with a lot of constrains. While they do sculptings and texturings, all that cool art stuff. We do like  30% art .But its decent salary and nice working time. But when people feel burned out and they quit they never get back in this industry. 
    Usually people stay cause they cant find anything better. Its super hard to find work from 9 to 5 sitting in the office with saturday and sunday free.
  • Noren
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    Noren interpolator
    The client is one thing, and not crediting artists by default makes things easier for the outsourcing studio, but the leadership of the outsourcing studio plays a role beyond that as well. 

    In an ideal world, the outsourcing studio acts as one artist, just with a lot higher output. You have one contact and deliveries in consistent quality and style according to the client's input. Practically speaking, that's not always the case, especially at the cheaper end. At worst, there is constant fluctuation of artists and it shows. Now the client is dealing with a black box and has to attempt micromanagment with increased difficulty. He might decide to switch vendors (which is a problem of its own, but maybe more so for smaller companies) or he might decide to give up on outsourcing studios altogether and deal with proven individual artists directly, maybe even employ them. But if he doesn't know who they are...
    Basically, the outsourcing studio wants to prevent its artists from leaving / being offered other opportunities and wants to prevent them from becoming competition or work for the competition. There are non-compete agreements of various legality as well, of course, but that's the gist of it.

    Back in the ideal world, the outsourcing studio offers constant work on high-profile titles to be attractive enough for artists so it's not terribly concerned with any of that, and/or it's run by artists who know the value of credits/"ownership".


  • zetheros
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    zetheros quad damage
    @focus_method personal projects, game jams, or any freelance projects if you don't have a non-compete clause could be a good idea. It can be hard to get into after a 9-5 of the same thing, but if you're looking to make portfolio pieces it could be worthwhile in keeping you sane and remembering why you got into art in the first place. Good luck, don't forget to fix your artstation link
  • HarlequinWerewolf
    I work in outsource and have been - mostly - properly credited on the titles I've worked on. I have to assume that initial contracts include that we'll be credited and my studio generally check in with us to confirm out name for the credits. Most AAA games you see have a huge bit kind of half way through the credits where it starts showing all the outsource studios and names. 

    I'm surprised you're not getting credited, I only know of one title we're not supposed to talk about and are not credited for, but I believe the studio was properly compensated for this request. I totally agree that everyone that works on a game should be properly credited, so I wonder if this is more in indie circles or perhaps due to your studio leadership not demanding their artists are credited? 
  • focus_method
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    focus_method polycounter lvl 6
     so I wonder if this is more in indie circles or perhaps due to your studio leadership not demanding their artists are credited? 
    Neither a studio wants for artists to be credited nor the artists by themselves care about that. Only me. Thats so weird to me.


  • focus_method
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    focus_method polycounter lvl 6
    Here is my logic.

    Whats the point if u work for example 5 years in the company and u dont have any commercial portfolio piece to show after. And if u decide to leave or studio shuts down suddenly.......and  now u wanna apply somewhere else for a job u have nothing to show after 5 years.   

    Ofc point is knowledge and experience but when u apply ppl want to see ur work actually. Thats first thing first. U cant just adding titles in ur CV like hey i was working on this and that.
  • pior
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    pior grand marshal polycounter
    Well, the reason why you are not credited is because whoever negociated the contract with the client on your behalf didn't put that clause in for whatever reason. And in turn you accepted these terms. It's pretty much as simple as that ...

    There is no law of the universe about these things. If you want to be sure to be credited on a project and want to show the work you've done on it (which are two completely separate things : you can have credits without being allowed to show anything), you need to ask/negociate for it - meaning getting it mentioned in writing as an edit to your contract. Otherwise you'll end up chasing for clearence after the project wraps up, which can be a pain or even impossible in some cases.

    (I am by no means implying that the above is an easy thing to do BTW - especially in your case of being part of an outsourcing studio).
  • Neox
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    Neox grand marshal polycounter
    a multitude of reasons are possible here

    - strict clauses in contracts on client side forbidding it
    - cooperations on even higher up level than client side forbidding it
    - marketing might want a word in each and every bit of official info out there, complicating it all
    - outsourcers not negotiating in favor of "their" artists and pushing this through
    - to hide away artists from the "public" to keep control over that ressource
    - nobody owning a single anything

    - on individual level, names might also get "lost" on the way. for a multitude of reasons. unless its a life service game, this sucks extra hard because credits don't tend to get pitched.

    some of these are out of the hands of the outsourcing studios. i personally have never been a fan of hiding away "our" artists. yeah chances are they get poked by competition, chances are grass looks cleaner on the other side. but coming from doing art myself, i never liked being hidden away.
    also ownership is just as important for me/us. usually every artist, from intern to super experienced senior own their asset. from blockout to finished and textured ingame model. 
    The VFX pipeline of every step of the way being controlled by super specialists is happening here and there in games. but usually we try to have everyone "own" the whole thing. Not building an elite sculptors group surrounded by retopo and UV underlings. But if the studio is super focused on efficiency, that might be the way to go. very fast and specialized artists with a  lot of cheap labor disposable underlings around to move rapidly and grow and shrink quickly as needed. was never my cup of tea, ad companies also work a lot like this.

    to me the very minimum, unless defined prior is that you get named by the outsourcer and you can put your work in your portfolio. white label work should be compensated as such, which is something clients usually don't want to pay for. also good work tends to be free advertisement for everyone involved, the artists, the outsourcing studios, and to some degree also the client/s

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