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What Should Indie Studios Outsource, and to Whom?

Indie studios get the most out of outsourcing when they buy work that is finite and specifiable: an art package, a port, a localization pass, a QA sweep before launch. Keep the core game loop, the design and the code that changes weekly in house, because those need conversation rather than a brief. Match the vendor to the order size: as of 5 October 2026, 186 of the 517 studios listed here are teams of 1 to 50, and those are the ones that will quote a package sized in dozens of assets rather than hundreds.

Studios listed here that take this work include Revolution Software, Sickhead Games, Digital Arrow and Fox3D Consulting.

186 studios have 1-50 people
8 questions answered

What should an indie studio outsource first?

Art is usually the first thing an indie team outsources, because it is the most specifiable work and the hardest to staff part time. A defined art package, a reference sheet, an asset list and a target engine can go to an external team and come back finished without a designer in the loop every day. Audio and localization follow for the same reason: both are finite, both need specialists you would never keep busy full time, and neither blocks daily development. Design, core systems code and anything still being prototyped should stay in house, because outsourcing work that changes weekly costs more in briefing time than it saves.

How do indie studios find outsourcing partners that will take a small order?

Filter by team size before anything else. Large art vendors are built around orders of hundreds of assets and price their minimums accordingly, so a request for twenty sprites often goes unanswered rather than declined. Studios of roughly 1 to 50 people will quote indie-sized packages because those orders fill their bench. As of 5 October 2026, 186 of the 517 studios in this directory are teams of 1 to 50; the indie game art studios list narrows them to the ones that list 2D or 3D art. Send the same brief to four of them; the ones that reply with questions about your asset list rather than a rate card are the ones to shortlist.

Is co-development or outsourcing better for an indie studio?

Outsourcing suits indie teams better in most cases, because it buys a finished deliverable against a brief and does not require the client to run someone else's week. Co-development means an external team works inside your repository and your sprints, which needs a producer on your side with the time to plan for them, review their work daily and unblock them across a timezone gap. Small teams rarely have that person spare. The exception is a specific technical gap on your own build, such as engine-side optimization or platform work, where the work cannot be separated from your codebase.

Which localization companies are best suited for indie studios?

Indie-suited localization vendors are the ones that take small word counts without a large minimum and can work from a spreadsheet or a standard string format rather than requiring a translation management system. Ask three things before hiring: whether the price includes a review pass by a second linguist, whether they do in-context QA on a build rather than translating strings blind, and whether they handle store page copy alongside in-game text. Localization is priced per source word, typically around $0.08 to $0.20 as an editorial market range, which makes a small game genuinely affordable to localize.

Which player support outsourcing services work for indie games?

Player support for an indie title is usually bought as a small shared-agent or per-ticket arrangement rather than a dedicated team, because ticket volume is too low to justify staffing full time. What to ask for, and how the contracts are priced, is covered on player support outsourcing.

What are the best indie game studios developing cross-platform games?

Cross-platform capability among small studios comes down to engine fluency and console certification experience, and the second is much rarer than the first. Most small teams work in Unity or Unreal and can build for PC, mobile and web without difficulty. Shipping to PlayStation, Xbox and Nintendo Switch additionally requires developer accounts, platform SDK access under NDA, and someone who has cleared a technical requirements checklist before. Ask directly which platforms a studio has personally shipped to and how recently, then filter this directory by platform to see who lists console work.

How much should an indie studio budget for outsourced art?

Budget from an asset list rather than a monthly rate. Typical market hourly rates published on this site run about $25-40 for junior 2D artists, $40-75 for mid-level and $75-150 for senior, but small art packages are normally quoted per finished asset once you supply a reference image, an asset count and a target engine. Add two things most indie budgets miss: revision rounds beyond the contracted number, and your own time briefing and integrating the work, which is a standing claim on someone's week for every active vendor. Budget a paid pilot explicitly, because you will pay for it either way.

What should an indie studio never outsource?

Keep the core game loop, the design decisions and any system still being iterated. Those change faster than a brief can be written, so every change costs a new specification, a new quote and a new revision round, and the coordination overhead exceeds the work. Keep anything that defines the game's identity and anything you will need to maintain for years without the original authors available. The practical test is whether you could write down what "done" means for a piece of work. If you cannot, it is not ready to leave the building.

Studios of 1 to 50 people in this directory

186 of the 517 studios listed here are teams of 1 to 50 — the ones most likely to quote an indie-sized package. Narrow further by service, engine and country in the browse filters.

Revolution Software logo
Revolution Software

Adventure Game Pioneers

York, United Kingdom · 11-50 people · Founded 1990 · Programming, Game Design, 2D Art · Unity, Custom Engine

Sickhead Games logo
Sickhead Games

Experienced Porting Specialists: PS5 Switch Xbox | Unity UE5 Godot

Dallas, United States · 11-50 people · Founded 2002 · Porting, Co-Development, Programming · Godot, Unreal Engine, Custom Engine

Digital Arrow logo
Digital Arrow

Serbian Multi-Platform Dev

Belgrade, Serbia · 11-50 people · Founded 2010 · Programming, Game Design, 2D Art · Unity

Fox3D Consulting logo
Fox3D Consulting

CG & Art Pipeline Experts

Warsaw, Poland · 11-50 people · Founded 2008 · 3D Art, 2D Art, Animation · Unity, Unreal Engine

Appcrunk logo
Appcrunk

Enliven Your Ideas

Mohali, India · 11-50 people · Founded 2018 · Programming, Game Design, QA Testing · Unity, Unreal Engine, Custom Engine

Radient Game Studio logo
Radient Game Studio

Guadalajara studio (formerly Larva Game Studios) for full development and co-dev

Guadalajara, Mexico · 11-50 people · Founded 2007 · Full Production, Co-Development, Programming · Unity, Unreal Engine

Studio EIM logo
Studio EIM

Game audio for 1,400+ titles. Seoul, since 1999.

Seoul, South Korea · 11-50 people · Founded 1999 · Audio & Sound Design, Localization · Unity, Unreal Engine, Custom Engine

Chaosmonger Studio logo
Chaosmonger Studio

Masters of Interactive Fiction

Rome, Italy · 11-50 people · Founded 2015 · Narrative & Writing, Game Design, Programming · Unity, Unreal Engine

Rogue Goliath Studios logo
Rogue Goliath Studios

Full-Stack Game Consulting

Austin, United States · 11-50 people · Founded 2018 · Game Design, 3D Art, Animation · Unity, Unreal Engine

Gambir Studio logo
Gambir Studio

Indonesian Game Art & Development

Jakarta, Indonesia · 11-50 people · Founded 2016 · 2D Art, 3D Art, Animation · Unity, Unreal Engine

Batovi Games logo
Batovi Games

Uruguayan Pixel Sports

Montevideo, Uruguay · 11-50 people · Founded 2008 · Programming, Game Design, 2D Art · Unity

Lienzo logo
Lienzo

Mexican Culture in Gaming

Chihuahua, Mexico · 11-50 people · Founded 2012 · Programming, Game Design, 3D Art · Unreal Engine, Unity

Redcatpig Studio logo
Redcatpig Studio

Azores Innovation

Azores, Portugal · 11-50 people · Founded 2015 · Programming, Game Design, 3D Art · Unity, Unreal Engine

Evolve PR logo
Evolve PR

Evolving Game Marketing

Los Angeles, United States · 11-50 people · Founded 2006 · Marketing · Unity, Unreal Engine, Custom Engine

ICO Partners logo
ICO Partners

Strategic Marketing for Games

Paris, France · 11-50 people · Founded 2003 · Marketing · Unity, Unreal Engine, Custom Engine

Reverb Communications logo
Reverb Communications

20+ Years Launching Hit Games

Los Angeles, United States · 11-50 people · Founded 2003 · Marketing · Unity, Unreal Engine, Custom Engine

Somatone Interactive logo
Somatone Interactive

Audio Excellence Since 2003

San Francisco, United States · 11-50 people · Founded 2003 · Audio & Sound Design · Unity, Unreal Engine, Custom Engine

The Audio Guys logo
The Audio Guys

Award-Winning Game Audio

London, United Kingdom · 11-50 people · Founded 2010 · Audio & Sound Design · Unity, Unreal Engine, Custom Engine

The Powell Group logo
The Powell Group

Veteran Game Consultants

Los Angeles, United States · 11-50 people · Founded 1995 · Marketing, Game Design

UberStrategist logo
UberStrategist

Strategic Game Marketing

New York, United States · 11-50 people · Founded 2010 · Marketing · Unity, Unreal Engine, Custom Engine

ACE logo
ACE

Surreal Game Creators

Santiago, Chile · 11-50 people · Founded 2002 · Programming, Game Design, 3D Art · Unreal Engine

Khosouf Studio logo
Khosouf Studio

UAE Console & VR Development

Dubai, United Arab Emirates · 11-50 people · Founded 2013 · Programming, Game Design, 3D Art · Unreal Engine, Unity

Alta Games logo
Alta Games

Games, Software and AI Development; 2D/3D Art and Animations for Games; iGaming

Bratislava, Slovakia · 11-50 people · Founded 2010 · 2D Art, Programming, QA Testing · Custom Engine, Unity, Unreal Engine

Double Coconut logo
Double Coconut

We solve the toughest tech and design problems in mobile and web games.

United States · 11-50 people · Founded 2012 · 2D Art, Programming, Co-Development · Unity

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