Gaming industry outsourcing means that game studios, publishers and live-service operators hand over defined production and operations work to an external team: 2D and 3D art, animation, UI, programming support, porting, QA and compatibility testing, localisation testing, live ops, community management and player support, data analysis and backend operations. Studios outsource to meet milestones without hiring for every peak, and to access skills they need only for a phase of production. Creative direction and the core design of the game stay with the studio.
360 Soft provides game development and operations teams from Istanbul, part of Turkey’s active mobile and PC game ecosystem. Teams work remotely, at your studio or in a hybrid model. This page covers typical studio problems, roles and work packages, outsourcing by production phase, platform rules and regulation, engagement models, KPIs, how to write a good art and QA brief, pricing factors and partner selection.

Typical problems of game studios
- Milestone peaks: vertical slice, soft launch and content updates need more hands than the core team has.
- Specialist gaps: technical art, porting, backend or anti-cheat skills are needed only for some phases.
- Testing scale: device and platform fragmentation makes test coverage expensive.
- Live-service load: events, offers, community and player support run every day after launch.
- Confidentiality: unannounced games must not leak.
Scope: roles and work packages
| Work package | Typical tasks | Roles |
|---|---|---|
| Art and animation | Concept, 2D and 3D assets, environments, rigging, animation, VFX | 2D/3D artists, animators, technical artists |
| UI and UX | UI art, HUD, menus, usability tests | UI/UX designers |
| Programming support | Gameplay features, tools, porting, optimisation, backend | Unity and Unreal developers, backend developers |
| QA | Functional, compatibility, regression, certification pre-checks, localisation QA | QA testers, QA leads |
| Live ops | Event setup, offers, A/B tests, configuration | Live ops specialists |
| Community and player support | Discord and social moderation, tickets, reviews | Community managers, support agents |
| Data | Dashboards, funnel and retention analysis | Data analysts |
Outsourcing by production phase
| Phase | Typical outsourced work |
|---|---|
| Pre-production | Concept art, prototypes, technical feasibility |
| Production | Asset production, feature development, tools, QA |
| Soft launch | Compatibility testing, analytics, player support |
| Global launch | Localisation QA, community management, scaling backend |
| Live operations | Events, content updates, live ops configuration, support |
Regulation, platform rules and standards in gaming
Platform holders set many of the rules: Apple App Store and Google Play guidelines, console certification requirements (TRC, XR, Lotcheck) and Steam rules. Age ratings follow PEGI in Europe, ESRB in North America and IARC for digital storefronts. Loot boxes and in-game purchases face national rules, for example in Belgium and the Netherlands, and consumer protection rules in the EU require clear pricing and protection of minors. Player data falls under GDPR, KVKK and children’s privacy rules such as COPPA. In Turkey, games and online content are also subject to Law No. 5651 and consumer law. Local rules in your markets apply, and decisions about monetisation design remain with you and your counsel.
Delivery models: remote, on-site, hybrid
Most game work is done remotely through your repositories, task trackers and build pipelines. On-site work is useful for kick-offs, playtests or hardware-bound testing, and hybrid models combine both.
Engagement models
| Model | How it works | Best for |
|---|---|---|
| Dedicated team | Named artists, developers or testers work in your pipeline | Long productions, live games |
| Managed service with SLA | We own an outcome, such as test coverage or ticket response | QA, player support, community |
| Asset or milestone based | Fixed scope per asset pack or milestone | Art packs, ports, certification passes |
| Co-development | A team owns a feature or platform version under your direction | Ports, features, tools |
Process and typical timelines
- Brief and trial task: you share a brief; a paid or unpaid trial can be agreed.
- Contract: scope, milestones, KPIs and IP terms are agreed.
- Team setup (typical start 1–2 weeks): access to repositories, tools and style guides.
- Ramp-up (2–4 weeks): close review by your leads.
- Stable production: sprint reviews, milestone reports, scaling up or down.
SLA and KPI: what is measured in a game project
| KPI | What it measures | Example target type |
|---|---|---|
| Asset approval rate | Assets approved at first or second review | Percentage per milestone |
| Milestone delivery | Milestones delivered on agreed date | On time or not |
| Bug report quality | Reproducible reports with steps, logs and video | Percentage per test cycle |
| Test coverage | Planned devices and test cases executed | Percentage per build |
| Live ops accuracy | Events configured without errors | Errors per event |
| Player ticket response | First response to players | Hours, by channel and language |
What a good art and QA brief should include
Art brief
- Art style references and a style guide
- Technical limits: polygon counts, texture sizes, rig standards, engine version
- File naming, folder structure and delivery format
- Review stages and who approves
QA brief
- Build access and supported devices or platforms
- Test scope, priorities and known issues
- Bug tracker, severity definitions and report template
- Reporting rhythm and escalation for blockers
Pricing factors
We quote per scope: per FTE per month, per asset pack or milestone, or as a managed service by volume and SLA.
| Factor | Effect on cost |
|---|---|
| Seniority and skills | Technical art and engine specialists cost more |
| Asset complexity | Hero assets take longer than props |
| Device and platform matrix | More devices increase QA effort |
| Languages and hours | Multilingual support and 7/24 coverage add staff |
| Tools and licences | Engine, DCC and test device costs |

In-house team, freelancers or outsourcing
| Criterion | In-house | Freelancer | Outsourcing (360 Soft) |
|---|---|---|---|
| Speed to scale | Slow | Fast for single assets | Typically 1–2 weeks |
| Consistency across many assets | High | Variable | Team lead and reviews |
| Leak protection | High | Hard to enforce | NDA, managed access |
| Continuity | Depends on retention | Low | Replacement process included |
Risks and safeguards
- Style drift: style guides, reference boards and lead reviews.
- Leaks: NDA, restricted repositories, watermarked builds and access logs.
- Scope creep: milestone-based acceptance criteria.
- Cancelled projects: notice periods and redeployment options agreed in the contract.
- Unlicensed content: only original or properly licensed assets; generative AI used only with your approval.
Data security, GDPR, KVKK, NDA and IP
Unannounced titles, source code and player data are confidential. We work in your repositories and tools where possible, with role-based access that ends with the engagement; player data is processed only on your instructions.
Contract and legal note
We work under a B2B service agreement that defines scope, service levels, deliverables and acceptance. It comes with a mutual NDA and a clause that assigns intellectual property in all work products (documents, data sets, code, designs) to you. Where our team processes personal data on your behalf, we sign a GDPR data processing agreement (DPA) with the EU Standard Contractual Clauses, or the UK IDTA/Addendum for UK data; our own processing in Turkey follows KVKK (Law No. 6698). All assets, code and documents created by our team are assigned to you, including the right to modify and commercialise them.
360 Soft employs its team members under Turkish labour law and remains responsible for their payroll, social security and supervision. The engagement is a service, not the hiring-out of workers: you define the outcomes and priorities, and we manage the people. Local rules in your country, such as worker classification or agency-work rules, should be checked with your own legal adviser before signing.
Partner selection checklist
- Can the partner show relevant work or complete a trial task?
- Does it work in your engine and pipeline (Unity, Unreal, your tools)?
- How are unannounced projects protected?
- Is IP fully assigned to you?
- Are milestones, acceptance criteria and KPIs clear?
- Can it scale up and down with production phases?
- Are NDA and a GDPR DPA included?
- Is there a replacement and backup process?
Illustrative scenario
Illustrative scenario. This is not a client case; it shows how such an engagement could be set up. A mobile studio with a successful puzzle game wants to release a new mode every month and enter new markets. Its core team focuses on game design and new features. An outsourced team of eight is set up: three 2D artists produce event assets from the studio’s style guide, two QA testers run regression and device tests on each build, a live ops specialist configures events and offers, and two support agents answer players in English, Turkish and Arabic. The studio’s art director reviews assets weekly, and the producer receives a test report for every release candidate.
Frequently asked questions
Which game development work is outsourced most often?
Art and animation, QA and compatibility testing, porting, live ops, community management and player support.
Do you work with Unity and Unreal?
Yes. Our developers and technical artists work in both engines and in your pipeline.
Can we start with a trial task?
Yes. A trial task can be agreed before a longer engagement.
Who owns the copyright of the assets?
You do. All rights in assets, code and documents are assigned to you under the contract.
How do you prevent leaks of our unannounced game?
Through NDA, restricted repositories, watermarked builds, managed access and logging.
Do you help with in-game purchase and loot box rules?
We can apply your compliance checklist in QA; legal assessment of monetisation stays with you and your counsel.
Who manages the age rating process such as PEGI or IARC?
You as the publisher; we can prepare the content information and test against the requirements.
What does a live ops team do?
It configures events, offers and A/B tests, checks them before release and monitors them after launch.
In which languages can player support be provided?
Commonly English, Turkish, German and Arabic; other languages are assessed per project.
What happens to the team if a prototype is cancelled?
Notice periods and redeployment options are agreed in the contract.
How quickly can we start?
A typical start is within 1–2 weeks after the contract.
Contact us
Tell us about your game, engine, production phase and the help you need, and we will propose a team and a model. Call or WhatsApp us on +90 850 335 10 87, write to info@360-soft.com, message us directly on WhatsApp, or use the form on our contact page. 360 Soft Marketing Yazılım ve Danışmanlık Ltd. Şti., Nidakule Ataşehir Batı, Barbaros Mah. Begonya Sk. No:1 D:2, 34746 Ataşehir/İstanbul.
Türkçe: Türkçe sürüm
Related pages
- Outsourcing services (overview)
- Game testing and live ops outsourcing
- Hire Unity game developers
- QA and test outsourcing
- UI/UX design outsourcing
- Content, design and moderation
- DevOps and cloud operations
- Media and publishing outsourcing
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