Yeah... there's always a magic bullet...."we'll outsource everything.... we'll mocap everything.... we'll scan everything...." god forbid you use your head and plan a little better. To simple I guess. DW
yeah...that's what i figured...just thought i'd take a stab at it. we don't own it...haha, too rich for our studio's boold too. it was included in the package we are using for a small outsourcing bit.
i use this one http://u3d.as/content/m2h/localization-package/1Ya a Google docs spreadsheet-based solution proved very useful for outsourcing translations, especially with low cost services like fiverr
Lets not forget how easy/cheap it would be to outsource this entire project to India or China :). I'd rather pay lots more for great artists to continue to be able to thrive in a shakey industry. So I do!
Notice how all the software needed to make art goes up in price, but the actual salaries to afford them remains stagnant/goes down. :/ Now you can see why companies are desperate for outsourcing.
Isn't the biggest difference between a AAA title and everything else the size of the outsourcing budget? Simple answer... Prototype properly, fix your game design in stone and then work in iterative sweeps across the whole project.
Look to India and the Far East to answer that question, it's 'free' so has no entry barrier. From what I've been seeing a lot of outsourcing companies seem to be using it more than full-on development studios.
Quick question, have you guys considered outsourcing some of this work? I have game coders with "scary sick"experience and resumes that I could put on your project on a contractual basis. care to discuss it?
If you work with people from other cultures it usually helps to be as explicit as possible to avoid communication, mentality and cultural misunderstandings. Thinking you can give a brief intended e.g. for a UK artist to e.g. a Chinese artist is one of the beginner mistakes many studios who tried outsourcing "cuz it's…
Hi, I am Alexey Sadouski. Here are my works Krupp-Steyr Waffentrager Created under the guidance of our historical consultants Vadim Belavskij. Almost all before-texturing work was Igor Koshtey. My part was texturing. ИСУ-122С Created under the guidance of our historical consultants Igor Gavina. Almost all before-texturing…