I’m a 3D freelancer stuck in a third-world country, and if I lived in Europe or the USA, I’d drop this trash career so fast. Everything's gone to hell, from dirt-cheap assets to rock-bottom pay.
I've been in this hell for 12 years. Tried pushing through severe burnout, ended up broke and depressed. It came down to a point where I couldn't even get hired because I was "overqualified". These soulless asset farms now want senior artists for a junior's pay (and the junior's pay here is $6 an hour, for those who may be wondering). Not the kind of future I imagined back in '09... Eventually I got fed up with all this BS and got myself a CDL license. Trucking is not without its own pitfalls, but at least I enjoyed being on the road, not being driven insane by crunches, feedbacks, constant sleep deprivation and tight deadline anxiety...
@@theslavscav i dont understand why you dont look for other options. if your so good then you could easily just get hired in a roblox team to make cashgrabs and get money for it. I myself just started 3d modelling a month ago, but have been building games for 6 months beforehand and i made 2k this summer. its like you guys dont even try to actually move into a different niche and dominate it, kinda like something mysterious is stopping u when u can easily just join a big studio
@@InspectorDocsikr some people always rely on others when things don't go the way they wanted when in reality it was your responsibility to always find ways to be your own boss instead of solely relying on a company that only sees you as a problem solver rather than an investment
Are you trying to convince the world or yourself? What you are talking about will very soon be dominated by AI so what will you do then with this mentality? Freelancing can be amazing from almost any location but I don't think that's even what you really mean. It seems to me that you are talking about being squeezed by asset farms which are extremely oversaturated even in the US. If instead you present a portfolio and market to small and mid size indie devs where you set an informed price based on the value of your own work and market yourself and gather references then you can still make good money. You'll never make a dime making chair model 10152 and putting it on some asset store, stuff like that just gets lost in the void.
I’m also a freelancer in a third-world country. I still get regulars every now and then, but I’m also an author so I’m currently developing my own novel and IP. And I’m single so I can afford being paid low wages for now
i was working in the industry as a "3d modeler or 3d artist" for a 2 years, and nobody is doing 3d art actually. Artists doing blendshapes,technical stuff,retopo with LODs and dying of stress due to tight deadlines. No art, no sculpting characters,creatures, no texturing. So u ask 3d artist who has been working 3 years in there can u make me a 3d character - they can't because they dont know. If they make it the quality would be avarage
They are just exploiting this small studios basically making them do all the hardwork for cheap pay over crunch time and just getting all the glory and returns ....the industry is just in mess with all this studios trying to cover as much profit as possible without any artistic expansion as cheap as possible That's why most recent animations coming out looks straight up trash since they are not made by real pro artists who understands the craft I'll just say no matter how hard going indie might look it would be a great investment on the long run for any 3d generalist,
Trust me the mental state of the work force in those outsourced studios of third world countries is just messed up. Also bcz of less strict labour laws the employers forces them to work even 12 hrs a day on deadlines , they are always hiring as the employees keep quitting.
To start with stop watching these garbage UA-camrs who make money from being doomers. Be great at what you do and be your own boss as a contractor. It's so much better than full time employment. Stop looking for career advice on UA-cam.
The only thing you can control is the quality of your work. I've been in the industry for many years and the hardest thing has always been finding good artists who are also not afraid of owning parts of production and being proactive. Focus on your skills and your craft, forget about the future.
Good video in general but a somewhat simplified look at reality. Speaking from many years of experience in games and dealing with large scale outsourcing. In reality, it is not cheaper to outsource. Most often it has to do with scope vs capacity: many studios cannot expand beyond the staff that they have. Quality outsourcing can be a lot more expensive than hiring in-house artists because every aspect usually requires a lot of revision and iteration time. The main studio is always responsible for the final product so you can't blame outsourcing when things go south, it's on you to fix it. Bad outsourcing can snowball into an expensive nightmare very quickly, I've been there a few times. Outsourcing is ALWAYS a risk, but we do it because the projects are so big we cannot hire and train enough artists. Believe me, the most difficult part in the industry is finding and retaining good artists, it is BY FAR the most challenging aspect, which is another reason to outsource. Most big production houses have established relationships with reliable partner studios they trust, and that's the best way to outsource. You can also buy or retain an entire studio overseas.
@@knightingirl you being mad at me for bursting your bubble is a you problem. Also, if you actually read my other comments, you wouldn't be asking that question
@@proceduralcoffee To you, what are the industry wide options? Blender is quickly taking off. Especially with the indie studios now a days. Maya still remains king though. AND 3DS Studio Max along with Zbrush.
@@kruz3d573 you sure you're working on the same industry as I am? Or u're just parroting what some youtbers say out there? because from my experience in both working and also looking for jobs you will quickly see that professional experience in maya in the game industry is still the norm and pretty much required. And almost everyone I know that works in the field and uses blender had to at some point learn maya for the sake of following a standard or pipelined that was set for a team. Believe me I rooting that blender takes of and dethrones all the other industry softwares, heck I even use and enjoy it more sometimes in my freetime. But you see, there's a reason many big studios didnt made that switch that should be a nobrainer because of the cost. It involves not only pre determined pipelines that was set ages ago but a handful of custom plugins and tools etc etc
outsourcing to india is such bs bruh my parents didnt move here for the jobs to get sourced back for pennies, its bad for americans, bad for immigrants, bad for indians and their own industry relying on external sources
speaking form the experience, studios outsource modeling but they hire for really cheap, most the new artists fall for this because they think this would be good for their portfolio but they don't realise the time it takes to complete your part in the game development and the bill have to be paid, I made only 1500$ this year, I am part of a indie game studio and I thought I would quickly finish and move on, I started in janurary and i am still working, finally I am at the end of my work, making props but I know it would take a month and so, the tasks are really daunting once you realise how much you have to work with minimum information form the studio, any issue you have would have to be solved by you because the studios don't reply often, my employer once went silent for 2 months and then we were in contact again, he is silent again, finally I have been approached by another studio, hope the pay is really good this time, know your worth and get paid well. i have 3$ in my pocket right now, I am lucky to have good family and friends helping me out but for how long.
At the start of the year I had the opportunity to take a test and an interview for a French studio. We were 5 finalists who passed the test, but I was not accepted after the interview. However, I was able to learn that the rest of the team hired as character artists was made up of outsourcing and interns... it's hard to find a place for people at the start of their careers today
I know exactly what you mean. I only enter studios when meant to literally work for free. In here, there are whole studios composed if just free labor from college students and other young'ish people that work "for experience/portfolio". The studios do deals and collect money, but none of it is distributed to the actual workers. I was actually very impressed, very smart from the studios' side, and even more impressed that it was actually legal. I worked on a few cartoons from such a studio, but I left once the contract ended because I had to keep a second job to maintain myself, so, I just kept that second job in the end. At least my name is on one of the cartoons' credits. Hurray, I guess. Because the market is borderline slavery, I am now instead developing my own game in Godot in hopes I can make some money from the sales, but it's a lot to do for just one person. I am in need of outsourcing myself.
@@ThePortuguesePlayer Hey ! Yes, today you really have to hang on, ta junior must have a senior level to hope to be paid and hired in the studio I have the impression :I. These practices should not be accepted, the worst is that the interns often come from schools with which the studios have agreements. This makes access to work for self-taught people even more difficult with such competitiveness. The future may be that! I'm thinking about making my own game more and more, but I only have artistic mastery in 3D and drawing unfortunately, I only have the basics of a real engine! The future is really uncertain, but let's be strong! we will be able to make a living from it sooner or later and I hope that we can make things happen for future generations of developers once we are well established in the industry. 🙂
Of course you can make a game out of Unreal Engine Marketplace assets (outsourced). If you are talented enough developer, you can even publish the "Game of the year" out of FREE marketplace assets. It is technically possible. You would think that with all these free assets and venues for outsourcing, we would have so many great projects. Not only in video games but also in all forms of media where 3D geometry is involved. Art is cheaper than it has ever been so we should have masterpiece after masterpiece, right? On the contrary, this creates a disgusting environment where art is so cheap that it turns into a snakeoil to exploit the masses. The most recent and vivid memory of this being the game called "The Day Before". Where the whole game is nothing but a collage of salvaged Unreal Assets that were botched together in post-production. Not only the physical models but even the environments that were created were nothing but recreations from previos famous titles. You are now talking about the production part. This is not related to art or techical art itself but it is purely production based. And the Holy Grail of production is where they eliminate everyone but themselves and just deal with a single terminal interface that will do all the work for them. That is why they cannot wait to get their hands on advanced AI scripts. They literally cannot wait to fill the entire market with "copy-paste flavor of the year mass production media" that they can create in the shortest amount time and for the lowest amount of cost. "The Day Before" is not the only example by the way. There are so many of them but a few were able to garner the attention that TDB was able to achieve. It is just a project made by producers who were nothing but intellectual bandits lacking everything but greed, which they had in spades. My point still stands. With all this free assets and cheap art available to us you would think some genious developers would create a goddamn masterpiece by now. All the resources are there for the taking. But tell me then why the only games that are worth a damn are the ones that are bespoke. The ones that have actual artists involved in making them?
This was the best comment I've read about it. I'm just starting out in the 3D art world and lately I've been wondering if it would be worth it to pursue a dream and build my career in game development. Your positioning convinced me that it's worth it!
I was feeling so low after seeing this video. I'm a contractor but work is drying up fast. I'm scared and I've done so many horrible menial jobs before that I just can't face the depression of it again. Your comment did lighten my mood though, because you're right. All the assets are there and for pennies. But the masterpieces aren't anywhere to be seen. Quality comes from a cohesive team structure and understanding of each other. This is how ideas blossom and creativity becomes a worth of millions.
It's hilarious how everything goes full circle. The initial push to 3D graphics (in film) came because they promised that 3D would be cheaper than traditional 2D animation once demand and software power increased. And they would no longer need to outsource the animation to cheaper studios oversees like they had been doing with 2D animation. Instead, the opposite has happened. And now 3D is in the same problem 2D was 30 years ago.
I remember dude from Guerilla Games at GDC 2016 was "we're a game studio...why would we have a artist here?" Or something to that affect when talking about outsourcing. We gasped but moved it along.
I used to work in the 2D and 3D animation industry here in South East Asia, we often times joke about the foreign company who's outsourcing the project to us. They are only ones who take the fun stuff and leaves the tedious work to us in exchange for chump change. To put it simply, it's like a cupcake, they take the upper part that has the chocolate, sweet icing etc. and leave the bottom half as well as the paper wrapper behind for us to consume. "You want to be a 2D animator that only draws keyframes? Too bad the role's filled, you draw the tedious 200 frames of in-betweens before the deadline, do unpaid over time to finish it sooner or lose the job." No wonder a lot of older and experienced artists leave a studio after working for almost a decade, changing careers and getting paid generously. A studio can easily replace you with a younger artists that has no social life. It's like modern day slavery, the only ones benefiting and getting credits for the hard work made are the ones on top.
What you call an "outsourcing studio" is nothing but a digital sweatshop, where 3D artists are relegated to code monkeys, who work themselves to death doing the same job for pennies, with no benefits, paid vacation or even basic employee securities. The West didn't really eliminate crunches, it simply exports them to poor countries. These "studios" are caught up in fierce competition among themselves, chasing the big dollar. And the only way they do it is by driving down prices. It's all a race to the bottom, where talented people get poorer and rich Western yuppies get even more richer
Your channel is weird, in many videos, you make highly documented themes, with a narrative that has deep passion, and romanticism towards art. Then at times, you make provocative videos like this one, that are honestly out of touch of reality, and total opposite of many beliefs in your other videos. I think it's better if you stop making soul-less and empty videos like this, and that says nothing, other than inciting a negative provocation to the viewers for some youtuber clicks
everything he does is kinda shallow if you ask me... i like his blender addon compilations, but everything else is just... talking without doing anything? acting like its so important, but in the end there is no actual content, especially not own content.
In the video, you said that some of these "emerging market" outsourcing studios have evolved into a "integrated partnership" with the studios here. How far will that go? By handling entire sequences and game levels, these "emerging market" outsourcing studios have effectively taken over creative control of a major part of the production. American studios will be reduced to the status of a funding source while effectively ceding creative control of production to--whom? China? Hungary?
All we need is to outsource the whole studio. Why only outsource the modelling and asset creation? Why dont these outsource studios make their own projects all together? What's so special about companies in canada or the US? Other than the brand, what else you need from them and cannot be outsourced? this will make game prices cheaper wouldn't it?
Because they can barely do it, see: Starfield and Mass Effect Andromeda. Drake was done in-house by Naughty Dog artists, not even sure why he's shown in the video.
A big part of it is capital. There's more to making a game, movie or TV show than just asset creation and in order to make a full fledged game you need a lot of money, for several years before seeing any return. For outsourcing studios it's less risky to take the immediate and consistent payout of multiple studios contracting you out than it is to gamble on making a project of their own. You also have to consider money value. If your a studio head in India for example, you may not be able to get loans or investments for enough to develop a project on your own, but an overseas studio can get that money, and then you get their money with a higher value which goes a lot further in your country. So it can being an outsourcing studio can be a lucrative business that's also a safer option to creating your own projects
@@paranoidpanzerpenguin5262 It depends on the project, but usually if a game relies on a massive tech that drive the gameplay loop, and is the foundation of the entire game like the games you mentioned, then it's the main studio that should be directing them, and not outsource them... Doing so, would be... incredibly risky, stupid, and dangerous, and at this point the game studio would basically act as a editor of sorts (if they don't make the code, nor the art, and only provide th funds). But here's a special bit of information, nothing is stopping the studio from using a outsource studio to work on a side project for "pre-production" purposes, meaning that you could have a 200 persons studio where 199 people are working on a game, and 1 is overseeing another projects. I agree overdoing the whole outsourcing thing cheapen the value of a game studio ALOT. I think, that the dev of Payday 3 only did the gameplay, and the progression system, and nothing else
AI defenatly will replace the asset creathions, not now, but soon, probobly in time and the charecter creation, in time there will be only managment in games, and many thing will be done from AI, it will happen, like it or not.
What makes you think or better said claim this bold bs? AI cant even replace 2D static artworks let alone a full fledged 3D pipeline for game development.
AI growth has been exponential, but that doesn't mean it will continue to be. AI can't really replace 2D artists yet let alone 3D . I'm not entirely anti AI but it's a loooooong way off from replacing anyone
Guys guys, humans will be replaced, AI or something else, the big companies don't care about employees, they need the money, they don't care about quality of the games too, for example EA and FIFA.
Nope. Ai will help produce some things faster but knowledge of the tools will still be required for actual jobs. I have plenty of friends who are high up who hate ai bros because they can't edit their work. Ai assisted artists are on the rise. But the perpetually unemployable ai bros stay perpetually unemployable.
I’m a 3D freelancer stuck in a third-world country, and if I lived in Europe or the USA, I’d drop this trash career so fast. Everything's gone to hell, from dirt-cheap assets to rock-bottom pay.
I've been in this hell for 12 years. Tried pushing through severe burnout, ended up broke and depressed. It came down to a point where I couldn't even get hired because I was "overqualified". These soulless asset farms now want senior artists for a junior's pay (and the junior's pay here is $6 an hour, for those who may be wondering). Not the kind of future I imagined back in '09... Eventually I got fed up with all this BS and got myself a CDL license. Trucking is not without its own pitfalls, but at least I enjoyed being on the road, not being driven insane by crunches, feedbacks, constant sleep deprivation and tight deadline anxiety...
@@theslavscav i dont understand why you dont look for other options. if your so good then you could easily just get hired in a roblox team to make cashgrabs and get money for it. I myself just started 3d modelling a month ago, but have been building games for 6 months beforehand and i made 2k this summer. its like you guys dont even try to actually move into a different niche and dominate it, kinda like something mysterious is stopping u when u can easily just join a big studio
@@InspectorDocsikr some people always rely on others when things don't go the way they wanted when in reality it was your responsibility to always find ways to be your own boss instead of solely relying on a company that only sees you as a problem solver rather than an investment
Are you trying to convince the world or yourself? What you are talking about will very soon be dominated by AI so what will you do then with this mentality? Freelancing can be amazing from almost any location but I don't think that's even what you really mean. It seems to me that you are talking about being squeezed by asset farms which are extremely oversaturated even in the US. If instead you present a portfolio and market to small and mid size indie devs where you set an informed price based on the value of your own work and market yourself and gather references then you can still make good money. You'll never make a dime making chair model 10152 and putting it on some asset store, stuff like that just gets lost in the void.
I’m also a freelancer in a third-world country. I still get regulars every now and then, but I’m also an author so I’m currently developing my own novel and IP. And I’m single so I can afford being paid low wages for now
Fromsoftware literally has a whole studio that focuses solely on asset creation
They've been reusing the same assets for the last 10 years, so it makes sense...
What does the studio called?
They need to update their engine
@@sam1286Their engine is continuously updated
@@sam1286 For what? There is no point to update an engine that gets the job done.
Especially with the heavily stylized artstyle they use
i was working in the industry as a "3d modeler or 3d artist" for a 2 years, and nobody is doing 3d art actually. Artists doing blendshapes,technical stuff,retopo with LODs and dying of stress due to tight deadlines. No art, no sculpting characters,creatures, no texturing. So u ask 3d artist who has been working 3 years in there can u make me a 3d character - they can't because they dont know. If they make it the quality would be avarage
They are just exploiting this small studios basically making them do all the hardwork for cheap pay over crunch time and just getting all the glory and returns ....the industry is just in mess with all this studios trying to cover as much profit as possible without any artistic expansion as cheap as possible
That's why most recent animations coming out looks straight up trash since they are not made by real pro artists who understands the craft
I'll just say no matter how hard going indie might look it would be a great investment on the long run for any 3d generalist,
Trust me the mental state of the work force in those outsourced studios of third world countries is just messed up. Also bcz of less strict labour laws the employers forces them to work even 12 hrs a day on deadlines , they are always hiring as the employees keep quitting.
so what now? speaking as a vfx student who focusses on3D modeling the most, the future looks bleak.
Not all curriculums are the same, plus you can still model stuff in houdini and he said he focuses on it not the school.@misanthrope_01
To start with stop watching these garbage UA-camrs who make money from being doomers. Be great at what you do and be your own boss as a contractor. It's so much better than full time employment. Stop looking for career advice on UA-cam.
@@proceduralcoffee dude, that's an FX artist. And he is just a student on a VFX program, chill :P
You can do it, just be stubborn and smart. The worst part are the first few years, but once you get it right, youre on the other side.
The only thing you can control is the quality of your work. I've been in the industry for many years and the hardest thing has always been finding good artists who are also not afraid of owning parts of production and being proactive. Focus on your skills and your craft, forget about the future.
Good video in general but a somewhat simplified look at reality. Speaking from many years of experience in games and dealing with large scale outsourcing. In reality, it is not cheaper to outsource. Most often it has to do with scope vs capacity: many studios cannot expand beyond the staff that they have. Quality outsourcing can be a lot more expensive than hiring in-house artists because every aspect usually requires a lot of revision and iteration time. The main studio is always responsible for the final product so you can't blame outsourcing when things go south, it's on you to fix it. Bad outsourcing can snowball into an expensive nightmare very quickly, I've been there a few times. Outsourcing is ALWAYS a risk, but we do it because the projects are so big we cannot hire and train enough artists. Believe me, the most difficult part in the industry is finding and retaining good artists, it is BY FAR the most challenging aspect, which is another reason to outsource. Most big production houses have established relationships with reliable partner studios they trust, and that's the best way to outsource. You can also buy or retain an entire studio overseas.
Somehow I get the feeling your definition of a "good artist" means "highly skilled, but dirt cheap"
@@theslavscavI’m not sure where you get that from. Artists don’t start out with the highest salary, no one does.
@@theslavscavYou again? All your comments are depressing. If being an artist makes you this pessimistic, why not just switch careers already?
@@knightingirl you being mad at me for bursting your bubble is a you problem. Also, if you actually read my other comments, you wouldn't be asking that question
@@theslavscav I'm not mad at you. I'm just sad for you.
It's because of the shit outsourcing that there's no employment
@@proceduralcoffeegive me 1k to buy 3D max so can learn it subhuman fuck
@@proceduralcoffee To you, what are the industry wide options? Blender is quickly taking off. Especially with the indie studios now a days. Maya still remains king though. AND 3DS Studio Max along with Zbrush.
@@kruz3d573 you sure you're working on the same industry as I am? Or u're just parroting what some youtbers say out there? because from my experience in both working and also looking for jobs you will quickly see that professional experience in maya in the game industry is still the norm and pretty much required.
And almost everyone I know that works in the field and uses blender had to at some point learn maya for the sake of following a standard or pipelined that was set for a team.
Believe me I rooting that blender takes of and dethrones all the other industry softwares, heck I even use and enjoy it more sometimes in my freetime. But you see, there's a reason many big studios didnt made that switch that should be a nobrainer because of the cost. It involves not only pre determined pipelines that was set ages ago but a handful of custom plugins and tools etc etc
@@proceduralcoffee The tool you use is irrelevant, what you know is what's important. So stop spreading bs.
outsourcing to india is such bs bruh my parents didnt move here for the jobs to get sourced back for pennies, its bad for americans, bad for immigrants, bad for indians and their own industry relying on external sources
speaking form the experience, studios outsource modeling but they hire for really cheap, most the new artists fall for this because they think this would be good for their portfolio but they don't realise the time it takes to complete your part in the game development and the bill have to be paid, I made only 1500$ this year, I am part of a indie game studio and I thought I would quickly finish and move on, I started in janurary and i am still working, finally I am at the end of my work, making props but I know it would take a month and so, the tasks are really daunting once you realise how much you have to work with minimum information form the studio, any issue you have would have to be solved by you because the studios don't reply often, my employer once went silent for 2 months and then we were in contact again, he is silent again, finally I have been approached by another studio, hope the pay is really good this time, know your worth and get paid well. i have 3$ in my pocket right now, I am lucky to have good family and friends helping me out but for how long.
At the start of the year I had the opportunity to take a test and an interview for a French studio. We were 5 finalists who passed the test, but I was not accepted after the interview. However, I was able to learn that the rest of the team hired as character artists was made up of outsourcing and interns... it's hard to find a place for people at the start of their careers today
I know exactly what you mean. I only enter studios when meant to literally work for free. In here, there are whole studios composed if just free labor from college students and other young'ish people that work "for experience/portfolio". The studios do deals and collect money, but none of it is distributed to the actual workers. I was actually very impressed, very smart from the studios' side, and even more impressed that it was actually legal. I worked on a few cartoons from such a studio, but I left once the contract ended because I had to keep a second job to maintain myself, so, I just kept that second job in the end. At least my name is on one of the cartoons' credits. Hurray, I guess.
Because the market is borderline slavery, I am now instead developing my own game in Godot in hopes I can make some money from the sales, but it's a lot to do for just one person. I am in need of outsourcing myself.
@@ThePortuguesePlayer Hey !
Yes, today you really have to hang on, ta junior must have a senior level to hope to be paid and hired in the studio I have the impression :I.
These practices should not be accepted, the worst is that the interns often come from schools with which the studios have agreements. This makes access to work for self-taught people even more difficult with such competitiveness.
The future may be that! I'm thinking about making my own game more and more, but I only have artistic mastery in 3D and drawing unfortunately, I only have the basics of a real engine!
The future is really uncertain, but let's be strong! we will be able to make a living from it sooner or later and I hope that we can make things happen for future generations of developers once we are well established in the industry. 🙂
Of course you can make a game out of Unreal Engine Marketplace assets (outsourced). If you are talented enough developer, you can even publish the "Game of the year" out of FREE marketplace assets. It is technically possible.
You would think that with all these free assets and venues for outsourcing, we would have so many great projects. Not only in video games but also in all forms of media where 3D geometry is involved. Art is cheaper than it has ever been so we should have masterpiece after masterpiece, right?
On the contrary, this creates a disgusting environment where art is so cheap that it turns into a snakeoil to exploit the masses. The most recent and vivid memory of this being the game called "The Day Before". Where the whole game is nothing but a collage of salvaged Unreal Assets that were botched together in post-production. Not only the physical models but even the environments that were created were nothing but recreations from previos famous titles.
You are now talking about the production part. This is not related to art or techical art itself but it is purely production based. And the Holy Grail of production is where they eliminate everyone but themselves and just deal with a single terminal interface that will do all the work for them. That is why they cannot wait to get their hands on advanced AI scripts. They literally cannot wait to fill the entire market with "copy-paste flavor of the year mass production media" that they can create in the shortest amount time and for the lowest amount of cost.
"The Day Before" is not the only example by the way. There are so many of them but a few were able to garner the attention that TDB was able to achieve. It is just a project made by producers who were nothing but intellectual bandits lacking everything but greed, which they had in spades.
My point still stands. With all this free assets and cheap art available to us you would think some genious developers would create a goddamn masterpiece by now. All the resources are there for the taking. But tell me then why the only games that are worth a damn are the ones that are bespoke. The ones that have actual artists involved in making them?
interesting point
This was the best comment I've read about it. I'm just starting out in the 3D art world and lately I've been wondering if it would be worth it to pursue a dream and build my career in game development.
Your positioning convinced me that it's worth it!
I was feeling so low after seeing this video. I'm a contractor but work is drying up fast. I'm scared and I've done so many horrible menial jobs before that I just can't face the depression of it again. Your comment did lighten my mood though, because you're right. All the assets are there and for pennies. But the masterpieces aren't anywhere to be seen.
Quality comes from a cohesive team structure and understanding of each other. This is how ideas blossom and creativity becomes a worth of millions.
@@lordfrazao1026 Always pursue your dreams! God bless
if you know how to build a house, you can TECHINICALLY build a house on your own. who does that ? how long would it take? you get my meaning?
It's hilarious how everything goes full circle. The initial push to 3D graphics (in film) came because they promised that 3D would be cheaper than traditional 2D animation once demand and software power increased. And they would no longer need to outsource the animation to cheaper studios oversees like they had been doing with 2D animation. Instead, the opposite has happened. And now 3D is in the same problem 2D was 30 years ago.
So all youre saying is 3d profesionals pay other 3d profesionals for 3d assets
I remember dude from Guerilla Games at GDC 2016 was "we're a game studio...why would we have a artist here?" Or something to that affect when talking about outsourcing.
We gasped but moved it along.
Cringe take. Art design is literally the main reason i love videogames by a wide margin
I used to work in the 2D and 3D animation industry here in South East Asia, we often times joke about the foreign company who's outsourcing the project to us. They are only ones who take the fun stuff and leaves the tedious work to us in exchange for chump change. To put it simply, it's like a cupcake, they take the upper part that has the chocolate, sweet icing etc. and leave the bottom half as well as the paper wrapper behind for us to consume.
"You want to be a 2D animator that only draws keyframes? Too bad the role's filled, you draw the tedious 200 frames of in-betweens before the deadline, do unpaid over time to finish it sooner or lose the job." No wonder a lot of older and experienced artists leave a studio after working for almost a decade, changing careers and getting paid generously. A studio can easily replace you with a younger artists that has no social life. It's like modern day slavery, the only ones benefiting and getting credits for the hard work made are the ones on top.
This channel is just click bait now . Nothing to do with the real world
What you call an "outsourcing studio" is nothing but a digital sweatshop, where 3D artists are relegated to code monkeys, who work themselves to death doing the same job for pennies, with no benefits, paid vacation or even basic employee securities. The West didn't really eliminate crunches, it simply exports them to poor countries. These "studios" are caught up in fierce competition among themselves, chasing the big dollar. And the only way they do it is by driving down prices. It's all a race to the bottom, where talented people get poorer and rich Western yuppies get even more richer
I'm guessing this is part of the reason why every game now feels like a stamped out template
Your channel is weird, in many videos, you make highly documented themes, with a narrative that has deep passion, and romanticism towards art. Then at times, you make provocative videos like this one, that are honestly out of touch of reality, and total opposite of many beliefs in your other videos. I think it's better if you stop making soul-less and empty videos like this, and that says nothing, other than inciting a negative provocation to the viewers for some youtuber clicks
everything he does is kinda shallow if you ask me... i like his blender addon compilations, but everything else is just... talking without doing anything? acting like its so important, but in the end there is no actual content, especially not own content.
In the video, you said that some of these "emerging market" outsourcing studios have evolved into a "integrated partnership" with the studios here.
How far will that go?
By handling entire sequences and game levels, these "emerging market" outsourcing studios have effectively taken over creative control of a major part of the production.
American studios will be reduced to the status of a funding source while effectively ceding creative control of production to--whom? China? Hungary?
All we need is to outsource the whole studio. Why only outsource the modelling and asset creation? Why dont these outsource studios make their own projects all together? What's so special about companies in canada or the US? Other than the brand, what else you need from them and cannot be outsourced? this will make game prices cheaper wouldn't it?
Because they can barely do it, see: Starfield and Mass Effect Andromeda. Drake was done in-house by Naughty Dog artists, not even sure why he's shown in the video.
A big part of it is capital. There's more to making a game, movie or TV show than just asset creation and in order to make a full fledged game you need a lot of money, for several years before seeing any return. For outsourcing studios it's less risky to take the immediate and consistent payout of multiple studios contracting you out than it is to gamble on making a project of their own.
You also have to consider money value. If your a studio head in India for example, you may not be able to get loans or investments for enough to develop a project on your own, but an overseas studio can get that money, and then you get their money with a higher value which goes a lot further in your country.
So it can being an outsourcing studio can be a lucrative business that's also a safer option to creating your own projects
Because doing business in Eastern Europe is nothing like North America
@@paranoidpanzerpenguin5262 It depends on the project, but usually if a game relies on a massive tech that drive the gameplay loop, and is the foundation of the entire game like the games you mentioned, then it's the main studio that should be directing them, and not outsource them...
Doing so, would be... incredibly risky, stupid, and dangerous, and at this point the game studio would basically act as a editor of sorts (if they don't make the code, nor the art, and only provide th funds).
But here's a special bit of information, nothing is stopping the studio from using a outsource studio to work on a side project for "pre-production" purposes, meaning that you could have a 200 persons studio where 199 people are working on a game, and 1 is overseeing another projects. I agree overdoing the whole outsourcing thing cheapen the value of a game studio ALOT. I think, that the dev of Payday 3 only did the gameplay, and the progression system, and nothing else
Outsourcing cost to others you don't pay for always makes sense.
Same with dumping your trash in the street without paying for trash collection.
You should outsource the voice-over..it is weak
Out sourcing 😮
Nad i was planning to learn Blender well just to start
Please dnt make videos just to make them 8 min long. The whole msg could've been conveyed in less than 2-3mins
01:43 Kris Costa
Outsource everything except for making money.
Consulting firms
What waste of time, in the title he says no 3D modeller, just to say in the vídeo they hire through outsourse... oh man.
So am I cooked or what?
Lol yea, right. This is a covert ad.
People all around the world will quit.
I'm last character artistt Finlandoo.
The value of human increases every day... The shift is coming.
Def dislike
AI defenatly will replace the asset creathions, not now, but soon, probobly in time and the charecter creation, in time there will be only managment in games, and many thing will be done from AI, it will happen, like it or not.
Keep dreaming.
What makes you think or better said claim this bold bs? AI cant even replace 2D static artworks let alone a full fledged 3D pipeline for game development.
3d character creation? Ai? haha even for a troll like you its pathetic to say this.
AI growth has been exponential, but that doesn't mean it will continue to be. AI can't really replace 2D artists yet let alone 3D .
I'm not entirely anti AI but it's a loooooong way off from replacing anyone
Guys guys, humans will be replaced, AI or something else, the big companies don't care about employees, they need the money, they don't care about quality of the games too, for example EA and FIFA.
AI will replace these useless artists.
Just imagine someone saying that to you. Peace
@@olumodejioluwayomi2352 I am useless, a programmer can easily be replaced by an AI. We all are useless.
@MarquisDeSang you feel that way because you failed to evolve, just come out of your comfort zone, and you will see the beautiful of AI
@@olumodejioluwayomi2352 We are AI and we just created another AI within our simulation.
Nope. Ai will help produce some things faster but knowledge of the tools will still be required for actual jobs. I have plenty of friends who are high up who hate ai bros because they can't edit their work. Ai assisted artists are on the rise. But the perpetually unemployable ai bros stay perpetually unemployable.