Quick Dev Insights #06 - Starting and running your own outsourcing studio - Rob Moody
Welcome to Quick Dev Insights. A series of bite-sized interviews with people who work in and around the games industry, from indie to AAA. A full list of these interviews can be found here and you can follow my Twitter to find out when new ones are released!
Starting up and running your own outsourcing studio
Some of the Rekindled team at Develop Brighton in the UK (Left to right: Liam Lambert, Yogi Patel, Rob Moody)
Introduce yourself and Rekindled
Hey! My names Rob Moody, I’m a ‘hands-on’ lead animator and co-founder at Rekindled Studios! I’ve been in the games industry for almost 15 years now working on a numbers of projects from indie to AAA. Our studio, Rekindled, was established over 2 and a half years ago (wow time flys!) by myself and a technical animator, Siobhan Maracle.
Rekindled is an animation and character art house specialising in game project development. We love working co-development contracts and integrating ourselves with different studios, ranging from large AAA studios where we become an extension of their team, to working with small indie studios where we take on the entire character art or animation pipeline for the project!
What made you want to start your own animation outsourcing studio?
Myself and Siobhan have worked with each other for 7 or 8 years now in multiple studios across many projects and the last large studio we worked at kind of ran out of internal work so they started hiring us out. We really enjoyed the idea of being mercenary artists, getting to meet lots of new devs, working on different styles, learning new pipelines and tools.
Siobhan and I worked well as a little unit, Siobhan being a technical animator (the brains) and myself an animator (the creative) were able to collaborate and take on any issue or feature. And after a few years, we thought we could do this on our own and be able to choose cool projects and teams to work with, so we did! And Rekindled was born.
How did you choose who to team up with initially?
It was myself who first had the idea to set up a studio, but I knew I couldn’t do it on my own. I struggle with admin, I tend to do first, think later and I’m kind of scatter brained, so luckily for me Siobhan didn’t take too much convincing. She has a very logical brain which keeps the company on track. A good analogy is that in Rekindled I have my foot down on the accelerator while Siobhan is pulling up the handbrake, resulting in the studio moving at a nice steady pace!
In terms of splitting up the workload of running the studio, I take on a lot of the introductions and client-side meetings whereas Siobhan likes to run the back end and support the studio. We both get to spend the majority of time doing what we love though, developing and animating. As for the most important skill, I’d have to say that it is communication. We talk everything over in the highs and the lows, being 100% transparent and seeking guidance from another perspective.
What are the biggest challenges and how do things differ from what you expected?
I think the biggest challenges so far have been growing the studios team size and then managing more projects. We started off as a 2 man band and quickly felt the need for an extra pair of hands to cope with demand. Initially, I assumed that bringing on some extra animators to help out would make things easier, and at first it did! We had more skills at hand, more bandwidth and more brains to bounce ideas off. It wasn’t until a couple of months later we realised that we didn’t have a clue how to manage a bigger studio. Keeping employees engaged and tasked up, resulted in working with more studios and more slack servers to track. We were remote only, Discord was our office and we didn’t have regular meetings set up or syncs, everything was kind of adhoc. We were still working it out and as a result, we felt that people felt quite isolated and a little lost. To combat this we now have 2 syncs a day, a short 15-minute discipline sync in the morning and a larger all-studio sync at the end of the day. On top of that, we have two scheduled animation reviews with the team, allowing team members to prepare ahead of time which streamlines the meeting.
Another challenge as of late has been getting the word out that we also offer character art! Yogi Patel joined us this year to set up a character art team allowing us to offer the full end-to-end pipeline from character art through rigging to animation. It’s something we have always wanted to have in place at Rekindled. The challenge is that we are currently known as an animation studio but we are hoping that by 2025 we can show that we are more!
Is there anything you would do differently if you started again?
Being honest, I’m not sure I’d do anything differently again. Life is a journey, you learn a lot from mistakes and ventures into the unknown. The biggest unknown for us was the business side, we had animation down to a T, happily working on different exciting ideas and pushing boundaries…. However, we were complete noobs at running a business. Learning what a good contract looks like, NDAs, licences, pensions, accountants, corp tax etc. It was a steep learning curve! But very rewarding.
ANY resources you think would HELP people build their own outsourcing studio?
There are many resources that help small businesses navigate their adventures. We’d really recommend using CreativeUKs courses, they run 4 a year, each one aimed at helping studios at different stages of their progression. From foundations for entrepreneurs just starting out, to scaling up a business, then investment-ready businesses. The courses are very affordable, £250 per studio the rest is subsidised by the government and you are in a cohort of like-minded business owners. We completed the scaling up module and as part of the course we met Rebecca from YellowJumper who was assigned as a business mentor for us. This was a fantastic bonus, and worth its weight in gold. I’d highly recommend it to any games industry small business owner.
Where to find more about yourself / Rekindled
If anyone wanted to find out more about Rekindled or its services head over to our website: https://www.rekindled.uk/ or check us out on LinkedIn.
I’ve also come to learn that networking really is the superpower that everyone in the games industry needs so please feel free to shoot me an email if you wish to chat! Happy to answer any questions or offer advice for aspiring business owners or animators: Rob@rekindled.uk
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2023
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2021
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- 16 Oct 2022 QUICK DEV TIP #95 UE4 / UE5 - Favourite Blueprint Nodes
- 12 Oct 2022 Rust bucket 3D Print
- 12 Oct 2022 QUICK DEV TIP #94 UE4 / UE5 - MATERIAL EDITOR KEYBOARD SHORTCUTS
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- 3 Sept 2022 QUICK DEV TIP #91 UE4 / UE5 - COMMENTING
- 22 Aug 2022 QUICK DEV TIP #90 UE4 / UE5 - GROUPING
- 15 Aug 2022 QUICK DEV TIP #89 UE4 / UE5 - LOCK IN PLACE
- 5 Aug 2022 QUICK DEV TIP #88 UE4 / UE5 - REORDER ARRAY
- 19 Jul 2022 QUICK DEV TIP #87 UE4 / UE5 - HIDE UI BINDINGS
- 12 Jul 2022 QUICK DEV TIP #86 UE4 / UE5 - CONSOLE COMMAND INFO
- 3 Jul 2022 QUICK DEV TIP #85 UE4 / UE5 - QUICK CHANGE VIEWPORT ANGLE
- 26 Jun 2022 QUICK DEV TIP #84 UE4 / UE5 - DELETE NODE, KEEP CONNECTION
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- 31 Jan 2022 QUICK DEV TIP #63 UE4 / UE5 - MEASURING DISTANCES
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- 17 Jan 2022 QUICK DEV TIP #61 UE4 / UE5 - STORE BLUEPRINT GRAPH POSITIONS
- 11 Jan 2022 QUICK DEV TIP #60 UE4 / UE5 - MIRROR ASSETS
- 3 Jan 2022 QUICK DEV TIP #59 UE4 / UE5 - SMALLER INTERFACE ICONS
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2020
55
- 27 Dec 2021 QUICK DEV TIP #58 UE4 / UE5 - QUICK ADJUST CAMERA SPEED
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- 25 Oct 2021 QUICK DEV TIP #49 UE4 / UE5 - SAVE LOAD LAYOUTS
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- 11 Oct 2021 QUICK DEV TIP #47 UE4 / UE5 - QUICK OPEN LEVEL ASSET
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- 27 Sept 2021 QUICK DEV TIP #45 UE4 / UE5 - COMBINING MULTIPLE STATIC MESHES
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- 6 Sept 2021 QUICK DEV TIP #42 UE4 / UE5 - Automatically Reimport Files
- 30 Aug 2021 QUICK DEV TIP #41 UE4 / UE5 - Have Multiple Anim Sequences Open
- 23 Aug 2021 QUICK DEV TIP #40 UE4 / UE5 - Diffing Blueprints
- 16 Aug 2021 QUICK DEV TIP #39 UE4 / UE5 - Quick Tweak Textures
- 9 Aug 2021 QUICK DEV TIP #38 UE4 / UE5 - Animation Pose Into Static Mesh
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- 12 Jul 2021 QUICK DEV TIP #34 UE4 / UE5 - Find Across Whole Project
- 5 Jul 2021 QUICK DEV TIP #33 UE4 / UE5 - UMG Favourites
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- 21 Jun 2021 QUICK DEV TIP #31 UE4 - Favourite Folders
- 13 Jun 2021 QUICK DEV TIP #30 UE4 - Content Browser Icon Size
- 7 Jun 2021 QUICK DEV TIP #29 UE4 - Quick Make Pins
- 31 May 2021 QUICK DEV TIP #28 UE4 - Drop Asset To Surface
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- 17 May 2021 QUICK DEV TIP #26 UE4 - Change Asset Default Transform
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- 26 Apr 2021 QUICK DEV TIP #23 UE4 - Toggle Translucent Selection
- 19 Apr 2021 QUICK DEV TIP #22 UE4 - Quick Find Asset
- 12 Apr 2021 QUICK DEV TIP #21 UE4 - ADVANCED CONTENT BROWSER SEARCHING
- 5 Apr 2021 QUICK DEV TIP #20 UE4 - OPTIMISING: DUMPTICKS
- 29 Mar 2021 QUICK DEV TIP #19 UE4 - TWEAK ANIMATIONS IN EDITOR
- 22 Mar 2021 QUICK DEV TIP #18 UE4 - SEPARATE LIGHTING CHANNELS
- 15 Mar 2021 QUICK DEV TIP #17 UE4 - MATERIALS QUICK CONNECT
- 8 Mar 2021 QUICK DEV TIP #16 UE4 - PREVIEW AUDIO FROM VIEWPORT
- 1 Mar 2021 QUICK DEV TIP #15 UE4 - BULK EDIT ASSETS
- 22 Feb 2021 QUICK DEV TIP #14 UE4 - QUICK SET SOUND SETTINGS
- 15 Feb 2021 QUICK DEV TIP #13 UE4 - STORED CAMERA POSITIONS
- 8 Feb 2021 QUICK DEV TIP #12 UE4 - BLUEPRINTS - EASY COPY INFO
- 1 Feb 2021 QUICK DEV TIP #11 UE4 - BLUEPRINTS - QUICK IMPORTING FILES
- 25 Jan 2021 QUICK DEV TIP #10 UE4 - BLUEPRINTS - SUBCATEGORIES
- 18 Jan 2021 QUICK DEV TIP #09 UE4 - BLUEPRINTS - COPY COLLISION
- 11 Jan 2021 QUICK DEV TIP #08 UE4 - MULTI-LINE TEXT!
- 4 Jan 2021 Quick Dev Tip #07 UE4 - Coloured Folders!
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2019
11
- 28 Dec 2020 Quick Dev Tip #06 UE4 - Connection Lines
- 28 Dec 2020 Survive Another Night Postmortem
- 21 Dec 2020 Quick Dev Tip #05 UE4 - Quick Align Nodes
- 16 Dec 2020 Quick Dev Tip #4 UE4 - Reroute Nodes
- 13 Dec 2020 Quick Dev Tip #3 UE4 - Blueprints Quick Variables
- 13 Dec 2020 My 2020 Epic MegaJam Entry
- 29 Nov 2020 Quick Dev Tip #2 UE4 - Blueprints - Pin Splitting
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- 12 Apr 2020 Bringing Images To Life
- 11 Apr 2020 VR Fun
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2018
1
- 26 May 2019 Art'ing
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2017
2
- 2 Sept 2018 Playing around making a loading icon
- 12 Aug 2018 Showreel of my animations from "The Black Death"
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2016
8
- 4 Nov 2017 RAGE trailer
- 4 Nov 2017 Made a Trailer for 'Indie Dev Story'
- 25 Oct 2017 Indie Dev Story Patch Notes V1.1 & V1.2
- 22 Sept 2017 The Black Death has been shortlisted for an Award!
- 5 Aug 2017 Rage Postmortem
- 5 Aug 2017 Finished my next game! "Rage"
- 29 Jun 2017 Busy, Busy and The Black Death Progress
- 18 Feb 2017 Gifs of the little games I have made so far!
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2015
14
- 10 Dec 2016 Indie Dev Story Postmortem
- 4 Dec 2016 Finished 'Indie Dev Story'
- 2 Dec 2016 CBgameDev Logo
- 12 Nov 2016 TBD Hit 80% Woop! & Nottingham Gamecity Festival Talk!
- 8 Oct 2016 The Black Death at EGX 2016!
- 23 Aug 2016 The Black Death at Gamescom, Germany 2016
- 8 Jun 2016 Finished my next mini game
- 26 May 2016 More pixel playing around
- 18 May 2016 The Black Death at Rezzed
- 1 Apr 2016 Boxes animating
- 1 Apr 2016 Recording Lets Play For the Black Death
- 26 Mar 2016 Playing around with pixel art
- 16 Mar 2016 Made a Launcher for my game Jam Games
- 16 Mar 2016 My First Pixel Animation