How does a studio decide between hiring employee versus freelancer versus outsource studio? Suppose this example: Need to create 30 unique characters, AA quality in realism style. Figure 3 weeks per character on average. Is an outsource studio likely to do it faster because they have a small army? And maybe cheapest, too?…
While it depends on the studio, I can say that outsource studios generally have to underbid to get contracts hence they are cheaper. Not all outsource studios mind, studios like Keos Masons don't need to bid since they operate more like a boutique and contracting them can work out cheaper per character over paying a…
thanks @NikhilR @Fabi_G lots of good tips and things to consider. my hunch is that any outsource studio which would be professional enough to be worth dealing with probably is expensive enough that only makes sense at a AAA scale. e.g. a studio like rockstar probably has a team of people just to liaison between art team…
Also one other thing to consider is what the eventual deliverable is. For example, are you making an alpha that would have an early access release so you can get some initial funding going while you develop the game? A marathon development cycle instead of a sprint if you will. A sprint could apply to the vertical slice,…
Curious to hear experiences on that topic too. I think outsource partners are quite divers in what they offer. Then it also becomes a question of what level of collaboration/service one is looking for (and can afford). One extreme would be a collaborator who's able to transfer high level concepts into internal briefs,…