Outsourcing can be a huge advantage—or a slow, expensive headache. Most of the time, the difference comes down to one thing: how milestones are planned.
When a PC game development company brings in a game outsourcing company, milestones stop being just dates on a timeline. They become the main way both teams stay aligned, make decisions, and avoid costly rework. If milestones are vague or disconnected from real production, problems show up fast—and usually late.
Here’s how teams that’ve done this successfully actually plan their milestones.
Why Outsourced Milestones Need More Thought
In-house teams can fix misunderstandings quickly. Someone walks over, clears things up, and work continues. Outsourcing removes that luxury.
With an external team, milestones are how you:
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Define what “done” actually means
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Avoid assumptions on both sides
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Keep schedules realistic
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Prevent budget creep
When milestones aren’t clear, outsourcing teams either wait for direction or move forward guessing. Both cost time.
Get Your Own House in Order First
Before looping in any external partner, your internal team needs clarity.
Your PC game development company should already know:
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What’s locked and what’s still changing
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Which systems are core and must stay in-house
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What can safely be outsourced
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Your engine constraints and performance targets
Outsourcing milestones should plug directly into your internal roadmap. If your own team isn’t aligned, an external team won’t magically fix that.
Plan Around Deliverables, Not Calendar Dates
A common mistake is milestones like:
“Environment art – 1 month”
“Combat system – 6 weeks”
Those sound fine, but they don’t define success.
Better milestones focus on what gets delivered, not how long it takes.
Examples:
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One environment slice fully integrated into the PC build
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Two enemy characters with animations, LODs, and performance checks
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One gameplay feature implemented and playtested in-engine
Clear deliverables remove ambiguity and make progress easier to evaluate—for both your team and the game outsourcing company.
Always Start With a Paid Pilot
Before committing to a long engagement, treat the first milestone as a real production test.
A good pilot:
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Is small but representative
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Uses your real pipeline
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Requires engine integration
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Includes at least one feedback cycle
This could be:
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A modular environment set imported into your PC build
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One character fully rigged, animated, and tested
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A single system implemented and reviewed
Pilots reveal communication style, technical discipline, and reliability far better than calls or portfolios.
Match Milestones to Real PC Production Phases
Outsourcing milestones should align with how PC games are actually made.
Pre-production
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Style guides finalized
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Technical constraints shared
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Prototype assets or systems tested
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Pipeline compatibility confirmed
Production
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Assets or features delivered in batches
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Regular integration into the PC build
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Performance checks on target hardware
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Cross-discipline reviews
Polish and stabilization
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Optimization passes
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Bug fixes and cleanup
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Final asset swaps
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Release-ready builds
When milestones follow these phases, outsourced work stays in sync with the game’s real state.
Don’t Forget Integration Time
One of the biggest blind spots is assuming delivery equals completion.
In reality, work isn’t done until:
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It runs in your engine
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It meets PC performance targets
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It follows your naming and folder rules
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It doesn’t break existing systems
Good milestone planning includes time for integration, testing, and fixes. Otherwise, that work quietly lands on your internal team and blows up schedules.
Make Feedback Windows Explicit
A lot of delays happen because feedback is unclear.
Each milestone should spell out:
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When feedback will be given
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Who signs off
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How many revision rounds are included
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What “approved” actually means
For a game outsourcing company, unclear feedback loops are one of the biggest productivity killers. Clear expectations keep work moving.
Keep Milestones Short Enough to Adjust
Long milestones hide problems.
If something runs for two months without checkpoints, issues surface too late to fix cheaply. Shorter milestones—usually two to four weeks—let you:
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Catch issues early
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Adjust scope without panic
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Keep momentum steady
This flexibility is especially important when production realities change, which they always do.
Respect Dependencies
Outsourced work almost always depends on something else.
Common dependencies include:
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Gameplay systems that aren’t finalized
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Art direction still evolving
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Tools or pipelines still changing
Strong milestone plans account for this by sequencing work logically. If your core team isn’t ready, the outsourcing team can’t be either—and no milestone plan can fix that.
Track Progress Without Hovering
Milestones should create trust, not pressure.
Healthy tracking focuses on:
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What’s delivered
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What’s integrated
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What’s blocked
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What’s coming next
Constant check-ins usually slow things down. Clear milestones with regular reviews work far better.
Always Build in Buffer
Even great outsourcing teams deal with:
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Time zone delays
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Clarification gaps
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Unexpected rework
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PC-specific performance issues
Milestones that assume everything goes perfectly rarely survive contact with reality. Small buffers protect your launch without stressing the team.
Final Thoughts
Outsourcing doesn’t fail because teams lack skill. It fails because milestones don’t reflect how PC games are actually built.
When a PC game development company plans milestones that are:
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Clear and deliverable-driven
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Aligned with internal production
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Realistic about integration
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Flexible enough to adjust
Working with a game outsourcing company becomes a genuine advantage instead of a risk.
Good milestone planning isn’t about control—it’s about clarity. And clarity is what keeps outsourced PC projects moving forward instead of sideways.

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