Flix Interactive Explains Co-Development Vs. Outsourcing In Sea of Thieves

The co-developer of Sea of Thieves explains why their role isn't what most would think.
Sea Of Thieves Ships At Sea Pirate Trader Split With Top Open
Image: Rare

Video game development, especially for top-tier titles, has become more complicated. Many studios use outsourcing to make their games, but Sea of Thieves has taken a different approach. Co-development partnerships keep up with the demands of live service but preserve the team’s creative visions.

This approach involves close collaboration between studios, integrated teams, and shared ownership over features. It’s a shift from the traditional outsourcing model, where a studio would be responsible for a specific, standalone deliverable. The distinction is important in Flix Interactive’s work on Rare’s popular game, Sea of Thieves. Flix joined the project a year before its launch and took on a collaborative role, as CEO John Tearle explained in an interview with Gamedeveloper.

“Co-development is far more ingrained. We work hand in hand with the team over at Rare with everything that they do. A lot of the design leadership turn around and actually work with our team on our side to be able to ascertain features, which can be anything from front facing through to infrastructure… There would be some creative input from our side, there’ll be a lot of creative input and direction from their side as well. It’s basically like working as part of an extension of that arm.”

John Tearle

Flix’s team has become an extension of Rare’s, working on specific components or features while remaining integrated into the larger development process. They cite the introduction of fire damage in Sea of Thieves as an example of shared ownership. While Flix took the lead on its development, collaboration with Rare’s engineers ensured efficient implementation on older hardware.

It’s weird to hear about but it makes a lot of sense, and is probably why Sea of Thieves does so well even though Rare is handing off a good portion of development. Flix believes in working together and adapting to their partners’ needs. They are experts in Unreal Engine but also have experience in backend infrastructure, allowing them to fit into different projects easily.

The team also understands the importance of having a wide network. When they encounter a technical challenge outside their main expertise, like particle effects, they use their network to find the right partner for the job. It sounds beneficial to everyone involved.

Jorge A. Aguilar

Jorge A. Aguilar

Jorge A. Aguilar, also known as Aggy, is the current Assigning Editor.

He started his career as an esports, influencer, and streaming writer for Sportskeeda. He then moved to GFinity Esports to cover streaming, games, guides, and news before moving to the Social team where he ended his time as the Lead of Social Content.

He also worked a writer and editor for both Pro Game Guides and Dot Esports, and as a writer for PC Invasion, Attack of the Fanboy, and Android Police. Aggy is the former Managing Editor and Operations Overseer of N4G Unlocked and a former Gaming editor for WePC.

Throughout his time in the industry, he's trained over 100 writers, written thousands of articles on multiple sites, written more reviews than he cares to count, and edited tens of thousands of articles. He has also written some games published by Tales, some books, and a comic sold to Telus International.

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