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What Do External Teams Do in AAA Game Development?

AAA studios use external partners for added capacity, specialist skills, and shared production work. The scope can range from a specific update to close co-development.
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AAA studios bring in external development partners to add production capacity, supply specialist skills, or share work that would be difficult to complete on schedule with the internal team alone. The arrangement might cover a bounded set of assets or technical updates, or involve close co-development on a larger part of a game. These examples show how the model works; they do not establish that every AAA game uses outside developers or quantify industry-wide savings.

What external development partners do

External development is an umbrella term, not one fixed production model. A studio may commission a specific deliverable, assign a technical area to a partner, or collaborate across features and broader production. The useful distinctions are the work’s scope, how closely the teams collaborate, who controls creative direction and approvals, and what capability the partner supplies.

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A provider’s overview from Keywords Studios lists art, engineering, quality assurance (QA), porting, audio, localization, live operations, player support, and marketing among services that may be outsourced. That is a service-provider list, not a neutral ranking of which disciplines are most commonly outsourced.

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Why studios bring in outside teams

To meet deadlines or absorb a late change

External capacity can help when a project’s workload grows faster than its internal team can handle. A GDC Vault description of a 2006 Forza Motorsport case study frames its subject as using external outsourcing to meet tight production deadlines while maintaining a high quality bar. It also notes pitfalls and the need to manage collaboration; the page does not provide enough detail to attribute specific production methods to the speakers. Read the GDC session description.

In a retrospective case study, Keywords Studios says Gearbox changed Borderlands’ visual direction late in production and brought in Liquid Development to help adapt existing assets and make new ones within schedule and budget constraints. The account says the work later expanded to additional assets and coordination across partner studios. This is the provider’s description of that project, not proof that outsourcing guarantees deadlines or budgets will be met. Keywords Studios’ Borderlands case study.

To access expertise or production capacity without expanding the core team as quickly

A partner can contribute a capability the lead studio needs for a particular phase or area of work. In a GamesRadar+ interview about Obsidian’s external partnerships, CEO Feargus Urquhart said external teams helped the studio broaden what it could produce without growing the internal studio too quickly. The interview discusses Obsidian’s collaboration with Eidos Montréal on Grounded 2, where the studios’ leadership and development teams worked closely together. Urquhart described the value of the relationships this way: “We could not do what we’re doing right now if we didn’t have great development partners and co-dev partners.” That is his account of Obsidian’s experience, not a universal explanation for a studio’s release pace. Read the GamesRadar+ interview.

How responsibility can be divided

Partner work does not necessarily transfer a whole game or its creative direction. The lead studio can assign particular deliverables while retaining decisions or systems it wants to control. Bandai Namco Studios’ announcements about ARIKA provide a concrete example: for Tekken 7 updates, Bandai Namco said ARIKA would handle software improvements, bug fixes, and improvements to online-battle operability, while Bandai Namco retained game-balance items. For Tekken 8, it described ARIKA as consulting on network competition algorithms and game response, alongside production work intended to improve the user experience. These are project-specific arrangements, not a standard contract template. See Bandai Namco Studios’ announcement.

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These examples illustrate a range rather than a formal industry taxonomy:

  • Defined task or deliverable: a specified asset set, update, or technical improvement, with a relatively clear handoff.
  • Shared feature or discipline: partner and lead teams coordinate on an area such as engineering, art, or online functionality.
  • Close co-development: teams collaborate more deeply across production, as the Grounded 2 interview account describes.

The more a partner’s work touches shared systems and evolving creative decisions, the more important day-to-day coordination and clear approval responsibilities become.

What makes collaboration work—and what can make it difficult

Adding people does not automatically make a production faster. External work has to fit the project’s tools, schedules, security rules, and review process. The GDC session description flags pitfalls in outsourcing, while Perforce’s Mi’pu’mi Games case study describes practical concerns for a studio working with partners: secure data handling, permissions, large files, consistent workflows, and remote collaboration. Mi’pu’mi’s COO and Managing Director Martin Filipp said, “The level of security is critical in this line of business.” Read the Perforce case study.

Perforce reports that Mi’pu’mi reduced project startup time by over 90% using P4 Streams templates. That figure is a vendor-reported result for that studio’s project-startup workflow, not a general estimate of how much outsourcing saves or speeds up game development.

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  • Access and security: partners need enough access to do their work without exposing data beyond the project’s requirements.
  • Compatible workflows: teams need a reliable way to exchange and track large files, revisions, and feedback.
  • Clear ownership: the parties need to know who sets direction, reviews deliverables, and makes decisions when requirements change.
  • Coordination overhead: reviews, handoffs, and communication take time; the teams must manage them rather than assume extra capacity converts directly into finished work.
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What the examples do—and do not—show

“AAA” is not a precise budget or team-size category in these sources. The examples establish that major game projects have used external teams for deadline support, asset production, technical updates, and close co-development. They do not establish what share of AAA games use partners, whether external development is always cheaper, or whether it necessarily improves quality or speed. Outcomes depend on the scope, the partner’s capability, and how well responsibilities and production workflows are integrated.

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