Blog - Page 2
Discover behind-the-scenes stories, expert tips, and the latest trends in game art production, design, and development.
Pre-Production in Game Development: What to Lock Down Before Production
The pre-production phase in game development is where a project’s budget, schedule, and risk profile are actually decided — long before the first production asset is ever built. By the time a team is in full production, most of the expensive decisions have already been made. They were made here, in the phase that looks […]
12.06.2026
Indie vs AA vs AAA Games: What Production Tier Really Means for Your Art Pipeline
Indie vs AA vs AAA games is not just a question of budget. It is a question of how every creative and technical decision changes when the scope of a project shifts — and for anyone managing a production pipeline, that difference is not abstract. “Editorial illustration created for visual reference purposes. It does not […]
03.06.2026
European Game Art Studio: Why Geography Is a Production Decision
When studios evaluate game art outsourcing partners, the evaluation tends to focus on portfolio, pricing, and production process. Geography enters the conversation as an afterthought — a logistical variable that affects meeting times rather than a structural factor that shapes milestone velocity, legal familiarity, and daily collaboration cadence. “Editorial illustration created for visual reference purposes. […]
29.05.2026
RFP and SOW for Game Art Outsourcing: Templates and Practices
Studios that treat vendor selection as a portfolio review and formalize the engagement with a one-page email agreement are the same studios that call their art outsourcing partner four months in to dispute what was actually included in the scope. The documentation that governs a game art outsourcing engagement — the Request for Proposal that […]
29.05.2026
Vendor Onboarding for Game Art Outsourcing: 8-Week Protocol That Prevents Milestone Slippage
The signed contract is not the end of the procurement job. It is the beginning of the part that actually determines whether the engagement succeeds. Most game art outsourcing failures do not originate in the vendor’s skill level. They originate in a two-to-three week window after the MSA is signed — when both sides assume […]
25.05.2026
In-House vs Outsource Game Art: How to Make the Right Call for Mid-core Projects
The in-house vs outsource game art decision isn’t a preference. It’s a production constraint problem. How many artists do you need, for how long, at what fidelity, and at what point in the schedule — and can your current team structure deliver that without breaking the budget or the milestone gate? “Editorial illustration created for […]
19.05.2026
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