2D Game Art Outsourcing: What to Send Your Art Team Before Kickoff
A practical checklist for briefing a 2D game art team so the first round of work actually matches what you had in mind.

The single biggest cause of wasted revision rounds on outsourced game art isn’t skill — it’s an unclear brief. A little preparation before kickoff saves far more time than it costs.
Style references and mood boards
Gather 5–10 reference images that capture the visual direction you want — other games, illustrations, color palettes, anything that communicates tone faster than words can. Be specific about what you like about each reference; "I like the colors here, the linework there" is far more useful than a folder of loosely related images.
Character sheets and turnarounds, if characters exist already
If your game already has characters — even rough ones — provide whatever exists: sketches, descriptions, personality notes, previous art. An art team can work from a clear written description if visuals don’t exist yet, but inconsistency happens when partial visual references exist and don’t get shared.
Platform, resolution and format requirements
Specify target platforms and resolutions upfront — mobile portrait, mobile landscape, web, or multiple. Confirm the game engine so assets can be delivered in the right format and structure (sprite sheets, individual layers, specific dimensions) rather than requiring rework after the fact.
Static art vs. animated sprites
Be explicit about which assets need animation and which are static — a character that needs an idle, walk and attack cycle requires very different planning and pricing than a static background element. Deciding this before kickoff, rather than discovering it mid-production, keeps both timeline and budget predictable.
What a good handoff looks like
The best briefs we receive combine all of the above into one short document: references, existing character material, platform and format requirements, and a clear list of what needs animation. It doesn’t need to be polished — it just needs to exist before the first sketch, not after the first round of revisions.
Frequently asked questions
What should I gather before briefing a 2D game art team? +
5–10 style references with specific notes on what you like about each, whatever character material already exists (even rough sketches), platform/resolution/engine requirements, and a clear list of what needs animation versus what’s static.
What if my game doesn’t have visual character references yet? +
An art team can work from a clear written description if visuals don’t exist yet — the problem is inconsistency, which happens when partial visual references exist and don’t get shared.
Why does it matter whether assets are static or animated upfront? +
A character needing idle, walk and attack cycles requires very different planning and pricing than a static background element — deciding this before kickoff keeps both timeline and budget predictable.
What does a good art brief actually look like? +
One short document combining references, existing character material, platform and format requirements, and a clear animation list — it doesn’t need to be polished, just needs to exist before the first sketch.
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