mid-sized indie game project

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mid-sized indie game project

eneria12
I've been managing a mid-sized indie game project for the past six months, and while we’ve made good progress, working with remote artists from multiple time zones has been much tougher than expected. Sometimes the concept gets misunderstood, or feedback takes days to implement because we’re all scattered across the globe. Has anyone here figured out solid workflows or tools that actually help streamline collaboration with remote art teams without slowing things down?
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Re: mid-sized indie game project

ClaraWeltz
I totally get where you’re coming from. I had a pretty similar experience while leading a visual overhaul for a mobile RPG last year. One of the best things we did was to work with a structured external partner who already had pipelines in place for remote collaboration. In our case, we partnered with devotedstudios.com — they have a solid system for managing distributed art teams. What helped the most was their art director being deeply involved and serving as the bridge between our vision and their artists. We used Notion for project tracking, synced everything with Slack channels per asset type, and had weekly art review calls to avoid "creative drift." I think the biggest lesson was to over-communicate — and to use visual references, even if they feel obvious. Also, locking down time zones early (like “no feedback after 6pm PST”) helped prevent async chaos.
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Re: mid-sized indie game project

eneria12
Having a clear naming convention for files and sticking to one feedback platform made a bigger difference than I expected. Looking forward to trying out some of these tips if I go remote again.