Developing a game takes hundreds of decisions, well-coordinated work, and lots of creativity. Teams at game development studios don’t always have the resources to complete every task in-house, though. If that’s the case, your team can turn to outsourcing of game art, localization, and other game development processes for help.
In this article, we’ll discuss what the workflow of a game and art outsourcing studio looks like, what takes place at each development phase, and how we help developers make the best games.
1. Preparing for production
This step of the workflow lays the groundwork for the project and helps avoid any errors in the future.
Briefing and studying the client’s requirements
The first step is getting to know the game project:
- Reviewing the brief
The client sends a brief that describes the goals, game concept, and requirements for the visual style. If any information is missing, specialists are ready to help with adding the details to the brief to pin down all the nuances.
- References and guides
Specialists analyze the provided references to better understand the design and atmosphere of the game and characters. At this step, the team creates a mood board, a collection of images that shape the artistic direction of the game.
An example of what references for character creation might look like:
Visual references for designing a character’s look. Source
- Finalizing details
At this stage of the workflow, the studio takes note of all the specifics and details for creating the final game design:
- The color palette and visual accents.
- Texture patterns and level of detail.
- Unique styles for complex objects like unconventional characters or environments.
Let’s consider an example. If a game takes place in a post-apocalyptic environment, you have to think through all the key design aspects:
- What do the wreckage and remains of civilization look like?
- What are the most common materials: rusty metal, concrete, overgrown ruins?
- How do the man-made features combine with the natural environment?
This approach helps prevent inconsistency in future phases and creates the exact design and atmosphere that the client envisions.
Assembling teams
The studio selects specialists based on the design requirements and artistic style of the game:
- 2D and 3D artists
If the project involves 2D or 3D modeling of, say, sci-fi characters or environments, then the studio brings in an artist team with experience in this genre.
- Animators
Experts on rigging and 2D or 3D motion design are brought in for modeling characters or objects that require animation.
- Freelancers
For large volumes of work, trusted design freelancers will supplement the team.
Preparing technical documentation
Terms of Reference (TOR) is the main document that outlines all aspects of the project and workflow. At this step, the client and studio agree on:
- File formats
Examples include PSD, PNG, FBX, OBJ, GLTF — the choice depends on what format the client needs the final materials in.
- Polygon restrictions
When working with 3D models, you have to strike the right balance between detail and performance, to not overload the game engine.
- UV-unwrapping
Both parties agree on the method of UV-unwrapping, so the 3D textures lay smoothly and comply with the client’s requirements.
- Checkpoints
The client and studio decide when to check in on project progress. The client can receive regular results, give feedback, and adjust the work in the early stages of the design.
2.Workflow for creating concept art
Concept art is the visual basis that creates the “look” of the game design and determines the direction of all future stages of development. This step of the workflow deserves special attention, so you can avoid inconsistency and save time in future project phases.
Creating sketches
At this stage, the artists draw several draft sketches. The client then chooses the one that best reflects the design and feel of the video game. Artists make sketches of the following:
- Characters. Several designs of character art with different outfits, poses, emotions, and accessories.
- Environments. Versions of environments with different compositions, color palettes, and elements — plant life, architecture, and details of the atmosphere (such as clouds or lighting).
- Objects. Sketches of items: weapons, artifacts, props, and other items that are important to the game world.
Let’s use an Inlingo case study as an example. When working on the game Stray Kids, our team started with black-and-white sketches of characters. Each character got their own unique design — an appearance, costume, and pose that highlighted their personality. We also drew the characters all together to see how they’d interact as a group.
Examples of character sketches from Stray Kids
We made four sketches to reflect different character roles: The Dungeon Master, Fighter, Bard, and Wizard. The next step was to choose the sketch that best displayed their spirit and personality.
After some discussion, we chose a final character sketch, which became the basis for the whole project.
Final character sketch
More about this case study in our article: Step By Step: The Stray Kids
Adding details
After the client chooses an overall direction for the art and design, the next step is to add the details of each element.
What needs to be added:
- Accessories and textures. Unique elements are added, including any ornamentation on clothing, scuffs on armor, scratches, or dirt.
- Patterns and materials. The studio tests how different materials in the environment (fabric, metal, wood, stone) will look with different lighting and textures.
- Game engine compatibility. At this step of the workflow, the studio checks whether the concept art integrates with game engines (Unity, Unreal Engine) and meets the project requirements.
Why does this matter?
Thorough work at the concept art stage helps determine the key visual elements to be used in future workflow phases:
- 3D modeling — a highly-detailed concept forms the basis for creating 3D character models.
- Animation — poses and emotions help create rhythm and movement.
- Textures and VF — colors, light, and shadows are used in creating materials and effects.
Client approval
At each step of the design workflow, the studio gets approval from the client to make sure the result fully meets expectations:
- Intermediate versions. The studio regularly shows the client design sketches and options, and they discuss the reasoning behind the team’s decisions at each step.
- Feedback. The client and the studio discuss and finalize the details, then make any adjustments.
- Final confirmation. The client confirms the final design concept, which then serves as the basis for the next phases of the workflow.
At this stage, the client receives the confirmed concepts, which form the basis for all future stages of development. The client chooses the direction for characters, environments, and objects, and also approves details like textures, accessories, and materials.
3. Workflow for creating 3D graphics
Creating 3D graphics isn’t just about details; it’s also about optimizing for game engines. Here’s an overview of the 3D workflow.
Modeling
Studios build 3D models for characters, environments, and objects using Blender, ZBrush, Maya and 3ds Max. Each 3D model is adjusted to fit the project’s goals:
- High-poly models are used for trailers and cut scenes. These 3D models are distinguished by a high level of detail and realism. They’re great for depicting seams, metal textures, and small flaws.
- Low-poly models are developed for gameplay. Polygon optimization helps ensure better performance for game engines like Unreal Engine and Unity.
UV-unwrapping
UV-unwrapping creates a map that’s used to place textures on 3D models. If the unwrapping is done poorly, the textures can look uneven or distorted.
What studios do:
- Optimization of the UV map. The most noticeable features (like a character’s face or hand) are shown in higher resolution, so the details display well.
- Secondary items (character clothing, shoes) use simpler unwrapping to conserve resources.
- Checking each unwrapping in the game engine to avoid issues during integration.
Texturing and shading
Textures make 3D models of characters and environments look lifelike and realistic. Studios use Substance Painter, Photoshop, Mari, and other programs to create high-quality 3D textures and materials.
The main types of 3D texture mapping:
- Normal map — creates the effect of volume and relief without increasing the number of polygons.
- Specular map — determines which portions of the model will reflect light.
- Roughness map — controls the level of surface shine, from matte to glossy.
- Ambient occlusion (AO) — adds realistic shadows to grooves and creases in the model.
Rigging and animation
Rigging is a modeling process for creating the “skeleton” of a 3D model, so that it can be animated.
What studios do:
- Rigging. A 3D skeleton with attached joints and controls is build for flexible and realistic movement.
- Animation. Basic and unique 3D animations are developed: walking, running, attacking, emotions, interaction with objects.
- 3D animators may use manual animation or motion capture depending on the project and the budget.
Optimization
Optimization is essential to make sure 3D modeling looks good on all platforms and devices.
Optimization phases:
- Testing performance. At Inlingo, for example, our team checks the FPS and the way the 3D models display in Unreal Engine and Unity.
- Simplifying geometry. At this stage of the workflow, 3D specialists optimize the number of polygons while maintaining visual quality.
- Adapting for platforms. At this stage, the 3D designers configure the texture resolution and level of detail for PC, consoles, and mobile devices.
Finally, the client receives finished 3D models that meet their requirements.
At Inlingo, our team handles both highly-detailed 3D models of characters and environments for trailers and cut-scenes and models that are optimized for gameplay. All 3D models undergo testing to ensure compatibility with game engines, and they are all configured for different platforms — PC, consoles, and mobile devices.
The client also gets textures and materials that seamlessly fit the game environment, plus 3D animations that make the characters look natural in motion.
4. Workflow for 2D graphics
2D graphics remain in high demand for video games, thanks to their expressiveness and stylistic flexibility. Studios can create anything from minimalistic 2D elements to complex artistic compositions. Let’s review the workflow for 2D graphics.
Drawing
To create 2D assets, studios use Photoshop, Procreate, or other graphics programs.
What studios make:
- Characters
Artists develop 2D characters, down to the little details: textures, emotions, and accessories. They create several versions of outfits, facial expressions, and poses, so the 2D characters fit a variety of in-game situations.
At Inlingo, for example, when we work in the visual novel genre, we create 2D characters with several outfit and emotion options, so these assets can be easily adapted to the plot and environment.
- UI elements
Buttons, control panels, arrows, and other interface elements are designed to be user friendly and understandable.
- Environments and objects
Designers draw 2D backgrounds, textures for locations, and objects: weapons, items, scenery. These features help create the necessary atmosphere and add realism to the 2D game environment.
- Different styles
Studios can usually work with different styles, to make sure the graphics match the specific requirements of the game.
For example, when we work on 2D mobile games at Inlingo, we use bright colors and bold lines, so the graphics are understandable even on small screens. For historical games, we create elements that reflect the specifics of the time period.
Preparing for animation
To help ensure that animation of 2D assets looks natural, specialists split elements into layers in advance:
- 2D characters are split into parts: body, clothing, and accessories.
- Separate layers are made for the character’s eyes and mouth to animate facial expressions.
- Backgrounds and 2D objects are prepared, so they can be animated or used in different scenes.
Animation in Spine and After Effects
2D specialists add motion using Spine (skeletal animation) and After Effects (effects and frame-by-frame animation). Studios know how to make smooth movements, walk cycles, attacks, and facial expressions for 2D characters.
As a result, the client receives detailed 2D characters with a variety of poses and emotions, user-friendly interface elements, atmospheric backgrounds and objects, plus assets that are ready for animation. Everything integrates easily with game engines and works on any platform.
5. Quality Assurance (QA)
This stage of the workflow is crucial. You have to double check every detail, to make sure the final art or model corresponds to the client’s requirements, the feel of the game, and the technical parameters.
Internal review
Before sending the project to the client, the team usually completes an internal review. The lead artists and managers compare the results with the terms of reference and double check the following:
- Textures and UV-unwrapping. Here, the reviewers make sure there are no seams or distortions in the textures.
- Stylistic cohesion. Specialists make sure that all elements conform to the style that the client approved.
- Optimization. Checking to make sure the models don’t exceed polygon limits, and that textures are compatible with the game engine.
- Animation. Movements should look smooth and realistic, with no abrupt jumps or bugs.
Client review
To ensure that results meet expectations, studios usually show the client intermediate versions at each major workflow phase:
- Concept art sketches. The client chooses the direction of the work.
- Base models (Low-poly). Optimized geometry without textures.
- Final models (High-poly). Detailed textures, shading, and materials.
This approach allows the client to direct the project, make adjustments at early stages of the workflow, and avoid misunderstandings.
Revisions
After discussing any feedback, the studio makes revisions to the project. This could include:
- Changing modeling details. For example, adding or removing parts of a character’s outfit.
- Tweaking textures. Correcting the color and shine or adding new effects.
- Correcting animations. Adjusting movements to be more natural.
Final review
After making all the needed adjustments, the studio reviews the project another time:
- Models and textures are loaded into Unity or Unreal Engine to make sure they work properly.
- Performance evaluation. Another checking is done to make sure modeling doesn’t lower FPS.
- The appearance is tested on different platforms: PC, consoles, mobile devices.
After this review, the client receives a project that fully corresponds to the terms of references, conforms to the feel and atmosphere of the game, works without bugs, and looks great on any platform.
6. Further support
The studio’s work doesn’t end after submitting the project. The client might encounter new needs during production, so a good studio stays in contact for any adjustments, optimizations, or creation of new content.
Adaptation of assets
After the studio submits the project, the game assets might need to be adapted for different platforms or game engines. The studio can adjust these assets (models, textures, and animations) so they work bug-free on all devices.
- Platform adaptation. Preparing the models and textures for different game platforms: PC, consoles, and mobile devices. For example, lowering texture resolution or the number of polygons for mobile versions without sacrificing quality.
- Optimization. If needed, specialists can tweak the UV-unwrapping or materials to improve the game‘s performance, especially when many objects are on screen.
Revisions
Sometimes after a game is released, it needs revisions. The studio makes changes to the finished assets.
What might be revised:
- Details of models and textures. Adding new 2D or 3D elements or correcting existing ones.
- Animations. Updating movements or poses for new scenes in the game.
Further work on the project
Here’s what the studio might do at this stage:
- Create new content. This includes developing new 2D or 3D assets, characters, environments, weapons, and objects for the game. It can also include creation of seasonal or DLC content that helps maintain player interest in the game.
- Support existing assets. Studios often update the design, assets, and materials for new versions of the game, as well as optimizing the 2D and 3D models to meet changes to requirements or new game engines.
This work saves clients time — they don’t have to look for new vendors for each job — and also helps maintain a consistent style, as one team oversees the visual cohesion of the game.
Defining features of our workflow
At Inlingo, we design our workflow to be maximally transparent and understandable, so that the final result fully meets your expectations.
Attention to every project
Although we work on several projects at once, we devote special attention to each game. Every project gets a separate team:
- Specialists for every job. A team of artists, animators, and modeling experts work independently but in close collaboration on 2D and 3D projects.
- A clear plan. Our project managers oversee deadlines and set goals for each stage of the workflow.
- Convenient monitoring. We use tools like Jira, Trello, and more, so you can always see what phase of the workflow a game project is in.
We adapt to meet your project’s needs
Every game is unique, and our workflow easily adapts to your requirements.
- We adjust our workflow and pipeline to fit the job, be it 2D or 3D art and animations, final textures, or other elements.
- Our team develops game art in any style, from realism to comics to cartoon graphics.
- We choose specialists for your project to make sure the result perfectly aligns with the genre and feel of the game.
Always available
We set up our communications process to keep you fully informed and able to make timely changes at each step:
- We set up regular calls to show off the work in progress and discuss any adjustments.
- We report on progress, so you know for sure what stage of the process your project is in.
- We respond quickly. Managers will reply within 30 minutes during work hours.
Inlingo Studio is ready to take on outsourcing of game art, localization, narratives, or other work. We’ll help you make your game memorable, so it takes the market by storm. Contact us to discuss your game development project, and we’ll find the best solution for your design needs.