For many development studios, it is becoming increasingly
difficult to produce all of the art required for a title without building a budget
busting in-house art team. It is especially costly to carry those overheads during
non-productive phases. It is a balancing act to keep a longterm game production
on schedule using a limited number of in-house artists while dictated by budget
constraints. As a result, some studios resort to a regular "hiring &
firing" practice in an attempt to keep their overhead down. We are all familiar
with long periods of crunching in
order to complete large amounts of artwork,
which can sometimes have a negative impact on the morale of a studio.
Building
a relationship with base77 these time/cost pressures by providing a scalable art
team where resources can increase or decrease on demand. Whether working on a
short or long-term contractual basis, the art budget becomes more predictable,
production efficiency more controllable, overhead costs are lowered and the hidden
carrying costs are
eliminated.