Flexy Blogs

Outsourcing Game Art Without Losing Control of the Pipeline

The failure mode is never modelling quality. It is naming, scale and who owns the source file.

Small studios outsource art because they have to. The projects that go badly almost never go badly because the models were poor. They go badly because nobody agreed what "done" meant.

Write the technical spec before the art brief

Triangle budgets, texel density, UV layout rules, naming conventions, pivot placement, up axis, unit scale. It is dull and it takes an afternoon. Skipping it costs a fortnight.

Scale in particular: half the integration problems I have cleaned up came from a partner working in centimetres against an engine expecting metres, discovered after two hundred props had shipped.

Ask for source files from the start

Not just the exported asset — the working file, the high-poly, the bake cage. If a material needs changing in year two and you only have an FBX, you are re-commissioning the asset.

Review in engine, not in a render

A turntable in Marmoset tells you the model is nice. It does not tell you whether the silhouette reads at gameplay distance under your lighting. Set up a review scene in your actual engine in week one.

Start with a paid test

One prop, full spec, full pipeline, paid at normal rate. Studios that handle outsourcing routinely — PolyGame Studio is one — expect this and will not be offended. Anyone who resists a paid test is telling you something useful.