Portfolio and Specialization: Find “Your” MatchA common mistake clients make is approaching studios without considering their specialization. If you’re making a sci-fi shooter, there’s little point in going to a studio known for cartoony stylization — and vice versa. Likewise, you wouldn’t order architecture from character art specialists.
When reviewing a potential partner’s portfolio, look at more than just the overall quality:
- Do they have similar work in style and quality? Even if the quality is generally high, switching from one visual language to another takes time, pipeline adjustments, and can lead to mismatched expectations and blown budgets — revisions are always costly, sometimes to the tune of thousands of dollars. The closer their portfolio references are to your art vision, the fewer iterations, revisions, and misunderstandings you’ll face. Pay attention to scenes and lighting: do they use similar palettes? Can they capture an atmosphere close to yours? Sometimes a technically capable studio may still miss the right “mood.”
- Have they delivered assets for similar platforms (mobile, PC, console)? Asset requirements vary greatly by platform. Mobile projects require strict optimization — low poly counts, simple shaders, compressed textures. Consoles and PCs allow for heavier assets, complex lighting, and highly detailed materials. A studio that has only worked on a mobile gacha game might struggle to produce ultra-realistic Unreal Engine assets for PS5 without adapting their pipeline. Ask if their portfolio includes work for your target platform, and request background details: what were the project constraints? How was optimization handled?
- Does their level of detail match your expectations? Even within the same style, detail levels can vary significantly. A “realistic soldier” might be built with 20K polygons and basic materials — or with 100K polygons, advanced shading, microdetail normals, and individually textured buttons. If their typical detail level is below your expectations, they may not deliver your target quality without significant training — which risks delays and extra costs.
A Clear Brief Saves Money, Time, and NervesThe clearer you explain your needs, the faster a studio can start — and the fewer unnecessary iterations will be required. Even the best team can’t “guess” your expectations without a detailed technical brief. Ambiguity in your request leads to delays, misunderstandings, rework, and ultimately, budget overruns.
Keep in mind: for an outsourcing studio, you’re one of many clients. The clearer and more structured your request, the sooner it will be prioritized. If your brief is clear and easy to execute, it reads as “low risk, high clarity,” making it more attractive to take on quickly.
A good brief should include:
- General description: what the asset is, where and how it will be used;
- Target platform: affects technical constraints (e.g., fewer polys and smaller textures for mobile);
- Pipeline: your expected modeling, retopology, and texturing approach (high-to-low, mid-poly, game-ready, etc.);
- Technical constraints: tri count, UV sets, texture size, desired shading;
- Formats: expected deliverables (.FBX, .OBJ, .blend, .TGA, .PNG, etc.);
- References: 3–5 images matching desired style, quality, and detail level;
- Existing materials: texture libraries, finished assets, style guides;
- Deadlines and budget: the clearer you are, the faster a studio can assess feasibility and provide accurate estimates.
Example of a bad request:❌ “Need a realistic sci-fi character for a shooter. How much will it cost?”
This raises more questions than it answers: what style? Polycount? Platform? Rigging? Texture requirements? Output format? Timeline? Existing materials?
Example of a good request:✅ “Need a game-ready sci-fi character, style reference — Mass Effect. High-to-low pipeline, PBR texturing (Metal-Roughness) in Substance Painter. 80K tris limit, two UV sets (body, armor). Output: .FBX with rig-ready geometry, 4K textures in .TGA. Budget up to $10,000. Base concept art ready, deadline August 20.”
If you’re inexperienced in writing briefs, work with your producer or art lead from the start. Preparing a detailed brief saves 10x more time and money than it costs to make.
Pipelines, Deadlines, and WorkloadThe pipeline a studio uses directly impacts results. The same asset created via ZBrush → retopo → bake → Substance Painter will differ greatly from one produced via photogrammetry and refined in Blender — in quality, speed, and price.
It’s not enough to say “we need an asset.” Specify the production stages, tools, deliverables (.fbx, .maya, .glb, PBR specs, etc.), and whether you need rigging, animation, or LODs. These all affect cost and schedule.
If deadlines are tight, a studio can assign multiple artists to one asset — faster but more expensive. Alternatively, you can opt for staged delivery: e.g.,
10 assets per week instead of all at once. Always clarify:- How does the studio handle deadlines?
- What processes do they use during peak loads?
- Can they deliver partial results in sprints?
- Will your project have a stable team or rotating members?
- Can they scale up manpower if needed, e.g., double the number of artists?