Hey. This paper is being rewritten a bit to accentuate some stuff that was left out before. I hope the updated version will make more sense for both sides discussed and will help more artists and studios build even more productive relationships! Check for updates! |
Hey, what's up, guys! This one was actually a long time coming. Outsourcing is a very common thing nowadays, but still for me it always felt a bit too rough on the corners. During my time as a videogame artist I've tackled the freelancing issue from both sides of the barricade. I've been reviewing tons of art during my time in-house and I've also done as much assets, as a freelance-artist for different companies across the world. And here are some thoughts that strung a note in my mind, concerning the issue. This paper in no way tries to compromise any side involved in the outsourcing services. Most of the examples here describe worst case scenarios (that are not that uncommon), because as much as positive issues deserve praise I didn't have to make a whole paper out of it=). I've personally worked with great people who consciously or subconsciously realize all the issues discussed here. And yes the paper has more radical advices for the employer then the employee, just because the employer has a lot more control over the situation in my opinion, while the employee is usually left to agree with employers' terms or abstain from entering a business relationship. The words are “ART IS SUBJECTIVE“. That's it. Having worked with a variety of clients as a freelance artist I've been tremendously surprised, how many of them are so ultimate in their judgment of “beauty”. When you work in a single company for years you really forget that there is something else out there. The right way is your way, just because you need to follow it. It's like patriotism – your country is the best just because you were born there. But art Is subjective. As subjective, as things get in life. Peoples' perception of beauty, style and even realism vary endlessly, depending on the background they come from. And if you don't like threading water you better learn this for good. What does it mean for you as a company outsourcing your assets? It means that, if you hired artists with a sufficient enough portfolio\CV to believe that they have the necessary skill, than they probably just can't do a bad job. But they are much more likely to do a WRONG job. And those things are not to be confused, since they are to be treated completely differently. Outsourcer does a bad job, when you doubt his ability to do your art on a needed quality level. Outsourcer does a wrong job, when your critique has nothing to do with fundamentals of modeling, texturing, UVing or painting. Both bad and wrong jobs seem interwoven a lot of times and leads\outsource managers have a very hard time separating those, because both those issues fall into the same old plain “Bad” folder in our heads. And that is counter-productive. What do you tell to a person, when he does a concept of a character with one leg shorter than the other? You say “Dude, that's unacceptable. Go learn anatomy”. What do you do, when you get a model with unwelded vertices all over it and, with no smoothing groups and inconsistent texeleration? You say “It's bad, go learn how to model and UV”. But imagine that your graphical style strays from realism (and almost every game does, to some extent) and you don't like the texture someone painted for you? You say “It's ugly. Too noisy, highlights are too broad, looks kinda bland too, so why don't you put some color into it, those smaller shapes are way off and man, put some darker colors into it, to add more contrast. PLEASE FIX”. And each time I wonder if we could've nailed it the first time. I also wonder if it ever crossed the mind of the one who is writing, that some people might find those “wrong” features attractive. Or maybe that the people the outsourcer used to work with right before you, considered ugly the features you find pretty. Tastes differ. Or maybe even like this: TASTES DIFFER. Too much, probably. For a freelance artist every new client or project is a study. And not so much in artistic theory, but in you – the employer. There's no way an artist could know what you want, like or prefer until you clearly explain it to him in an understandable manner. Every artist you hire will start off doing a wrong job, especially if your style is not photorealistic. And you - the employer will be even more culpable for it then the artist himself. If someone starts doing the right job straight out of the boat it still isn't his fault. Those things just happen and It's up to the employer to separate the wrong doers from the bad doers and to educate them in a right way. Andrea Toyais - Blizzards Sound and Casting director has recently given an interesting speech about her work (that kind of women actually makes me feel sorry we don't allow them to travel on the inside of bus here). I was especially interested in the bit about working with voice actors. One time while the actor was in an isolated recording booth the two sound engineers started arguing about what to have for lunch. The actor couldn't hear what they were talking about, but seeing them arguing immediately led him to think there was something wrong with his performance. He immediately lost his flow and became very hard to work with. The lesson to learn here is that if you want people to give their 100% you need to create a positive productive atmosphere for them to work in. The same goes for your freelance artists. It might seem strange at first, but freelance artists do not need to hear you opinion on their work. If you've learned to distinguish bad work from wrong one, and you know your artist is doing wrong – do not tell him about it. The only things that are of any practical importance – are the things you want to change/see in the final asset. Everything else is secondary and could be harmful for the process. For example, if you ask a guy to make you a tree and he does, you could tell him that the silhouette looks too stiff and boring OR you could tell him that you want the tree bend more and the branches to spread a bit further. It's nothing to you, but the second kind of answer would make the artist feel the least amount of psychological pressure. Someone would probably think “Why should I bother with all of this – I pay those guys money and I just want my goods”. Well you actually pay your inhouse team too, and you still invest in keeping them happy and motivated, so just choosing your words seems like a little price to pay. Because here's how things go, if you don't choose your words for too long and keep claiming things “bad”, artists usually get fed up and take a break from your work or just start performing worse, which should be obvious. And this is where you get your delays from, or a seemingly endless amount of iterations on a single asset. The more you tell someone how bad their work is, the more pressure they feel, the worse they perform. You don't necessarily offend your artists, since then they are probably used to it, but you definitely cripple their motivation. And you don't want none of that. A little bit of education and encouragement can go a long way. When I started working with outsourcers, I couldn't believe that those people were as “stupid” as everyone told me, so I adopted a different policy from the start. With every mistake outsourcers made I tried to go into the rule or any kind of theory behind it, to fill them in on the general knowledge, rather than just point out a mistake. And you know what? Even though it takes quite a while to sort out all the misunderstanding you might have with your outsourcers, there was quite a tangible result. I started getting models that I only had like 2 or 3 comments for, instead of the long pages I used to scribble in MS One Note. To be honest I don't believe that you could ever eliminate mistakes completely for we are all humans and you cannot let you guard down, but you can significantly cut on the repeating mistakes, saving a lot of yours and your employees' time and money. When providing feedback think, if the outsourcer could possibly know the things you are about to tell him, and how much of those things are company/project specific. Imagine yourself never working in your company, would you still understand exactly what you have meant? If not, then try to think of what you've done and what you can do, to make those issues clear to other people, who are not living and breathing the project you work on. And don't forget what the previous chapter has taught you: artists need to know what you want to get, and not what you don't. Sometimes clients just point to a spot they find wrong and demand it corrected, leaving the artist to wander in the dark once again. Counterproductive once again. Finding a mistake is not finding a solution. So if an experienced outsourcing manager still holds on to his bad opinion about outsourcers, then there's one thing I could assume with a pretty high degree of probability: You're working with the cheapest people possible. Those people are obviously not the most motivated kind, because they know someone earns more for the same job. And I'm sure you're not helping them, to get motivated in any way mentioned in this paper. You just demand a lot and supply a little. A little money. As a result you get a poor job that takes a lot of time and company resources to bring to a polished enough state. You curse, get angry but never leave them to look for someone more proficient. Why? Because you're up for the cheapest thing. Some people feel more in charge this way, because they think they can achieve more by punishing then supporting and they also save money. But consider this: All the inhouse resources that are distracted from the main work for the endless feedback iteration cycles are huge waste of funds, since the hours of work of your lead artists spend distracted are worth a lot more, then you would additionally spend per asset if you outsourced someplace more qualified. Additionally, the manager usually has the final say in where to outsource to, but it's the leads and other artists involved that are going to feel the tension of working with incompetent and indifferent people, draining their stamina and leaving them dissatisfied. And you want your team in the best shape possible. You can actually break the cycle if you start caring about your outsourcers more. You provide them with all the info they need, take all the time to fill them in on any questionable points, choose your words, praise their good job and eventually you'll start receiving assets of far superior quality then you're used to. It's just that the artists would also find themselves more valuable this way and soon will ask for more money. So either way – Quality Costs. As much as I feel that employers are the ones, that have more control over the situation I think that business is a lot like love – it's all about both sides. And if something goes wrong you can't blame one, without blaming the other. That's why you do not invent things unless specifically asked to. If you want to avoid redos you'll have to follow the provided reference to the last brush stroke, because you never know if that brush stroke was put there intentionally or not. Only use your imagination in places where you weren't given any specific guidelines. And still you'll probably end up being corrected, so clear things out as much as possible, before you start investing hours of work. This way you can rest assured that if any redos will follow – it wasn't your fault. But don't forget to try to think for yourself first. One day a peasant was riding his carriage somewhere along the road. The Sun and the Wind saw him and decided to make a bet: the first one to rip the jacket off the peasant wins. Wind wanted to go first. He blew really hard but the peasant just wraped himself tighter in his cloth. Wind gave up. And then the sun came out, gently shining on the peasant. He felt the warmth and took the coat off himself. |