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Game Development

Outsourcing

I’m starting to see why people have a communication problem when outsourcing. Techinically, two out of three emails to China are getting bounced back and sometimes delivered despite the failure notice. Communicationally, although my requirements for the models are clear and specific I continue to get models that only partially match the requirements I set […]

I’m starting to see why people have a communication problem when outsourcing. Techinically, two out of three emails to China are getting bounced back and sometimes delivered despite the failure notice. Communicationally, although my requirements for the models are clear and specific I continue to get models that only partially match the requirements I set out.

Telecommuting with most people, but especially artists, always seems risky to me regardless. Only 5% of people I’ve dealt with over the years I consider self-motivated and disciplined enough to do a good job of telecommunting. Language aside, most people are poor communicators. Artists tend to be sloppy thinkers and most are not disciplined.

Despite this they are doing some work and I think the project can eventually get done as long as I put in extra time to manage them and fix what assets I can.

Personally I don’t like outsourcing. It cheapens your own labor market and the expense of living conditions in other countries. It’s a global form of explotation where you enjoy the benefits of a first world country on the backs of those in a third world country and the loss of income to your fellow citizens. I wouldn’t do it normally and certainly won’t for future games. For my first game though there’s no way I could possibly do this paying a regular American wage. It’s either outsource or don’t make the game at all.

The positive aspect to me is that when the game launches and makes money I can then hire Americans to continue work and help the economy more than if I made nothing at all.

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