All answers

How Do Outsourced Game Teams Handle Communication Across Time Zones?

Pick a region with at least three or four hours of daily overlap, then design the day around it. Fix one written hand-off at a set time, covering what shipped, what is blocked and what needs a decision. Keep builds, tasks and reference material in shared tooling so nobody waits on a person to see the current state. Hold one synchronous review a week for the decisions that need a conversation. On iterative work, overlap hours move the schedule more than the hourly rate does.

Studios listed here that take this work include Iron Galaxy Studios, Amber, Globant and Pingle Studio.

209 studios list co-development or full production
5 questions answered

Which outsourcing regions overlap with North American working hours?

Measured against a US Eastern working day, the overlap table in this site's time zone guide puts Canada and the United States at nine hours, Brazil and Argentina at eight, the United Kingdom at four, Poland, Germany, France, Spain and Italy at three, and Ukraine, Turkey, Israel and Saudi Arabia at two. India, South-East Asia, China, Japan, South Korea and Australia come out at zero. The table assumes both sides work nine to six and daylight saving moves it by an hour twice a year; the time zone overlap tool runs the same check for your own zone and hours. For a North American buyer, iterative work belongs in the Americas or Western Europe.

Which regions overlap with Western European working hours?

Measured against a Western European working day, the same overlap table gives Poland, Germany, France, Spain and Italy nine hours, the United Kingdom eight, Ukraine, Turkey, Israel and Saudi Arabia eight, India five and a half, Brazil and Argentina four, Thailand, Vietnam and Indonesia four, China, Malaysia and Taiwan three, Japan and South Korea two, and Australia one. A European buyer therefore keeps most of a working day with India and a shrinking window across East Asia. Saudi Arabia works Sunday to Thursday, so the mismatch there is about days as well as hours.

What asynchronous rituals keep an outsourced game team moving?

Three rituals do most of the work. A written daily hand-off at a fixed time, covering what shipped, what is blocked and what needs a decision, so nobody waits for a meeting to raise a problem. Acceptance criteria written into every task, so the studio can check its own work without asking you. And recorded video reviews with your cursor on the asset instead of a live call, which cross any time gap and can be re-watched by whoever picks the task up. Agree the escalation path for blockers in advance, so a blocker never costs a full cycle.

What tooling does a cross-time-zone outsourcing setup need?

Put four things where both sides can reach them without asking: the task board, the build, the reference material and the decision log. A shared tracker with acceptance criteria in each ticket removes most status questions. Automated builds let the studio see its work in the game rather than in isolation. A single reference location for the style guide, palettes and technical budgets stops two versions of the truth appearing. The decision log matters most, because in a low-overlap setup the person who needs a past decision is rarely awake when the person who made it is. Chat is not a record.

How do you run a review with a studio in another time zone?

Hold one synchronous review a week and spend it only on decisions. Everything that can be written down goes out before the window opens, so the shared hour is not used for status. Record the call and post the notes, because half the people involved will read rather than attend. For asset reviews, send an annotated video with the notes in priority order and mark which are required and which are optional, so the studio can work down the list without a follow-up question. Confirm in writing what was agreed, since a decision that exists only in a call did not happen.

Studios that take embedded and whole-project work

209 of the 533 studios listed here offer co-development or full production, the two models where daily overlap decides how fast work moves. Filter by country in the browse filters to line a shortlist up against your own working day.

Keywords Studios logo
Keywords Studios

The Global Services Platform for Video Games and Beyond

Dublin, Ireland · 1000+ people · Founded 1998 · 2D Art, 3D Art, Animation · Unity, Unreal Engine, Custom Engine

Sumo Digital logo
Sumo Digital

Crafting Unforgettable Gaming Experiences

Sheffield, United Kingdom · 1000+ people · Founded 2003 · Programming, 3D Art, 2D Art · Unity, Unreal Engine, Custom Engine

Virtuos logo
Virtuos

Creating Worlds Beyond Imagination

Singapore · 1000+ people · Founded 2004 · 3D Art, 2D Art, Animation · Unreal Engine, Unity

Wargaming logo
Wargaming

Military F2P Giants

Nicosia, Cyprus · 1000+ people · Founded 1998 · Programming, Game Design, 3D Art · Custom Engine

Wargaming Minsk logo
Wargaming Minsk

World of Tanks Creators

Minsk, Belarus · 1000+ people · Founded 1998 · Programming, 3D Art, Game Design · Custom Engine

Saber Interactive logo
Saber Interactive

Global AAA Work-for-Hire

New Jersey, United States · 1000+ people · Founded 2001 · Programming, Game Design, 3D Art · Unreal Engine, Custom Engine

Behaviour Interactive logo
Behaviour Interactive

Canadian Gaming Giant

Montreal, Canada · 501-1000 people · Founded 1992 · Programming, Game Design, 3D Art · Unreal Engine, Unity

Plarium logo
Plarium

RAID Shadow Legends Studio

Herzliya, Israel · 1000+ people · Founded 2009 · Programming, Game Design, 2D Art · Unity

Com2uS logo
Com2uS

Mobile Gaming Leaders

Seoul, South Korea · 501-1000 people · Founded 1998 · Programming, Game Design, 2D Art · Unity

Room 8 Group logo
Room 8 Group

Complete game outsourcing solutions

Limassol, Cyprus · 1000+ people · Founded 2011 · 2D Art, 3D Art, Animation · Unity, Unreal Engine, Custom Engine

Winking Studios logo
Winking Studios

Premium Art Production from Asia

Shanghai, China · 501-1000 people · Founded 2003 · 3D Art, 2D Art, Animation · Unity, Unreal Engine

Amber logo
Amber

Building Games That Players Love

Bucharest, Romania · 501-1000 people · Founded 2013 · Programming, 3D Art, 2D Art · Unity, Unreal Engine

Room 8 Studio logo
Room 8 Studio

Your Strategic Partner in Game Development

Limassol, Cyprus · 501-1000 people · Founded 2011 · 2D Art, 3D Art, Animation · Unity, Unreal Engine

Starloop Studios logo
Starloop Studios

Your One-Stop Game Development Partner

Valencia, Spain · 501-1000 people · Founded 2011 · 2D Art, 3D Art, Animation · Unity, Unreal Engine

Globant logo
Globant

Technology and gaming innovation

Buenos Aires, Argentina · 1000+ people · Founded 2003 · Programming, Game Design, Full Production · Unity, Unreal Engine

Pingle Studio logo
Pingle Studio

Your Reliable Game Development Partner

Kyiv, Ukraine · 201-500 people · Founded 2007 · Programming, 3D Art, 2D Art · Unity, Unreal Engine, Custom Engine

Cubix logo
Cubix

Award-Winning Game Development

West Palm Beach, United States · 201-500 people · Founded 2008 · Programming, Game Design, 2D Art · Unreal Engine, Unity

Bigpoint logo
Bigpoint

German Browser Game Pioneers

Hamburg, Germany · 201-500 people · Founded 2002 · Programming, 2D Art, 3D Art · Unity, Custom Engine

Iron Galaxy Studios logo
Iron Galaxy Studios

Technical Excellence in Game Development

Chicago, United States · 201-500 people · Founded 2008 · Programming, Full Production, Porting · Unity, Unreal Engine, Custom Engine

Agate Studio logo
Agate Studio

Indonesia's Leading Game Developer

Bandung, Indonesia · 201-500 people · Founded 2009 · Programming, 2D Art, 3D Art · Unity, Unreal Engine

QLOC logo
QLOC

Warsaw service provider for game porting, co-development, QA, localization and art

Warsaw, Poland · 501-1000 people · Founded 2009 · Porting, Co-Development, Programming · Unreal Engine, Custom Engine

Kevuru Games logo
Kevuru Games

AAA Game Art, Game Development & Console Porting

Kyiv, Ukraine · 201-500 people · Founded 2011 · 2D Art, 3D Art, Animation · Unreal Engine, Unity · Credits: Poppy Playtime: Chapter 2 - Console Porting for MOB Entertainment (2024); Fortnite - Character Concept Art and Skin Design for Epic Games

Secret 6 logo
Secret 6

World-Class Development from the Philippines

Manila, Philippines · 201-500 people · Founded 2005 · 3D Art, 2D Art, Animation · Unity, Unreal Engine

ASSIST Software logo
ASSIST Software

Software firm with a Unity and Unreal game development, art and QA division

Suceava, Romania · 201-500 people · Founded 1992 · Full Production, Programming, Game Design · Unity, Unreal Engine, Custom Engine

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