Seropian on Outsourcing
by Chris Remo, Sep 30, 2005 11:29am PDTWhen Alex Seropian, co-founder of Bungie Studios, left Bungie to found new studio Wideload Games, he had a particular development model in mind: do the design and programming work in-house, and outsource much of the art assets to an external firm. The studio is now finishing up work on its first title, Stubbs the Zombie in "Rebel Without a Pulse" (Xbox, PC, Mac), and Gamasutra asked Seropian a few questions about Stubbs and the company's first attempt at outsourcing.
Seropian: "We faced a lot of challenges that we expected (sourcing talent, training, managing approvals, and asset traffic), and then a few that we didn't expect -- like really having to help contractors create accurate bids. All in all, we learned quite a bit. Working with independent talent is core to our business."In a creative field like game development, outsourcing production is something that in general doesn't quite sit well with me. However, it's always good to see independent studios succeed, and if outsourcing can keep operating costs low enough for a developer to stay afloat, then it's probably an option that's worthwhile in certain situations. And, hey, Stubbs is looking pretty good.
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Comments
That Seropian guy is cool and outsourcing looks like evolution just waiting to go mainstream.
Game Development isn't manufacturing.
You can't create a 'drawing' or 'Spec Sheet' for a supplier that your outsourcing to detail exactly what you want. Game Development is WAY to dynamic for this
Communication between Programmers/Artists/Designers is the biggest time consumer in this industry.
By outsourcing, taking the work outside of the workplace.
This leads to alot of
1) miscommunication
2) People Idle as they wait for response via phone/email instead of just walking across the hall
3) People doing projects that other people are already working on, and neither knew the other was already doing it. Because they are not in the same place to see what everyone is doing.
4) Projects being completed and no one caught the project 1/2 way to inform them 'Hey! thats not gonna work because this happened'
Outsourcing works great in a manufacturing model. aka the Auto Industry.
Where clear laid out plans are created, and the supplier creates them.
It wont work in a Game Development model. The development is way to dynamic to just outsource stuff.
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The upside:
This kind of "outsourcing" may not even mean leaving the US. They're essentially hiring freelance artists rather than tying to tie them exclusively to one company. This has it's benefits and minuses. The benefit being that you don't have to keep paying a bunch of artists you aren't using. They can go work for someone else when you don't need them.
The downside:
Walt Disney Co is currently doing this to their famed Imagineering division and while it means they don't have to pay a bunch of Imagineers, it means those people are taking their ideas to Universal Studios theme parks and as a result Universal parks are beginning to feel a lot like Disney.
The same applies to games. If more of the process is done freelance, a company's reputation for quality is only as good as the availability of the people they hire. Imagine if Shigeru Miyamoto worked for himeself and could be hired to design the gameplay and controls of anybody's game. Nintendo would have been sunk by now, most likely.
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Sorry, I've read it five times and I keep reading it as "ass traffic."
Shows me right for going to Stileproject.
Pathways into Darkness, Marathon 1&2, Myth 1&2, Halo, etc.
Wideload games is comprised mostly of a lot of the cool people who left Bungie post-microsoft buyout.
oh wait..
sorry. Knee-jerk reaction. I'm sure this form of outsourcing is fine.
Oh, and feel free to outsource some of it to me :)
I think this model could prove to be very interesting.
And the game does in deed look tasty
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Outsourcing absolutely makes sense for game development. If components of a game can be implemented (or even designed) in parallel, it makes sense to do this. Given the rising time necessary to create games, outsourcing components of games so they can be created in parallel decreases time to market.
Studios that house some of the most talented developers outsource: Id, Valve and Epic to name three who I respect a great deal, and I'm sure you've enjoyed their products as well.