When Should a Solo Dev Outsource? A Practical Test
Outsourcing as a solo dev is a time trade, not a confession. A four-question test tells you which tasks to hand off, which to keep, and how to tell the difference fast.

A solo dev should outsource a task when it is well defined, sits outside your strongest skill, can be reviewed in under an hour, and would cost you more in your own time than it costs to buy. If a task passes all four checks, hand it off. If it fails two or more, keep it.
Your hours are the budget
When you work alone, every hour spent on one thing is an hour not spent on another. Outsourcing is not about whether you could do the task. You probably could, given enough time.
The real question is whether this task is the best use of your next forty hours. For most solo devs, the answer changes from task to task, which is why a blanket rule does not work.
The four-question test
Run every candidate task through these four questions. Be honest, because the test only works if the answers are real.
- Can you describe the finished result in one paragraph? If you cannot, the task is still a design problem, and design problems are hard to buy.
- Is it outside your strongest skill? A programmer outsourcing code, or an artist outsourcing art, rarely saves time. The review alone eats the gain.
- Can you review the result in under an hour? If checking the work needs a full day of testing, the handoff is not clean.
- Is your time on it worth more than the price? Estimate your hours, multiply by what your time is worth, and compare.
Four yes answers mean outsource. Three means probably. Two or fewer means keep it in-house for now.
Putting a number on your time
Question four needs a number, and solo devs tend to set it at zero. That is the mistake that keeps people grinding through tasks they hate for months.
A simple way to price your hour: take what you could earn doing contract work, or what the game earns per hour of your effort if it is already live. Even a rough figure is better than none.
Say it is 30 dollars an hour, and a task would take you 50 hours. Your cost is 1,500 dollars plus the delay to everything else.
How common tasks score
Here is how typical solo dev tasks tend to land. Your own answers will differ depending on your skills.
| Task | Defined? | Outside your skill? | Quick to review? | Usual verdict |
|---|---|---|---|---|
| Character sprites from a style guide | Yes | Often | Yes | Outsource |
| Store icon and screenshots | Yes | Often | Yes | Outsource |
| Sound effects pack | Yes | Usually | Yes | Outsource |
| Porting to a second platform | Mostly | Sometimes | No | Depends |
| Core mechanic tuning | No | No | No | Keep |
| Level design for your own systems | Partly | No | No | Keep |
The pattern is clear. Assets with a clear spec and a visual check are the easiest wins. Anything that touches the feel of the game is the hardest to hand off.
The handoff that actually saves time
Outsourcing fails most often at the brief, not the work. A loose brief leads to three rounds of revisions, and three rounds of revisions can cost more time than doing it yourself.
A good handoff for an asset task includes:
- A reference sheet with two or three images of the style you want
- Exact sizes, formats, and naming, for example
enemy_slime_idle_01.pngat 256 by 256 - An in-engine screenshot showing where the asset will sit
- One clear revision round agreed up front
If you are handing off art, our guide on how to brief an art outsourcer has a full template. For code tasks, send a tiny sample project with the interfaces already stubbed, so the work drops straight in.
A small trick for code handoffs
Define the boundary as an interface before you send the task. The contractor builds against it, and you swap the real version in without touching the rest of your project.
public interface ISaveBackend
{
void Write(string key, string json);
bool TryRead(string key, out string json);
}
A clear seam like this makes the review fast, which is exactly what question three asks for.
Signs you waited too long
Some tasks pass the test months before people act on them. A few signals that you should have outsourced already:
- The same task has been on your list for six weeks or more.
- You are learning a new tool just to finish one asset.
- Your art or audio is the main complaint in every playtest.
- You dread opening the project because of one specific job.
None of these are failures. They are just a clear message about where your hours are leaking. Our post on taking indie art from sketch to sprite shows how to keep a pipeline consistent even when part of it is bought in.
What we would do
We would list every remaining task on the project, run each one through the four questions, and outsource the top two or three that score a clean four. Small, well-defined jobs first, so you learn how to brief and review before you trust anyone with something bigger.
We would keep the core loop, tuning, and level flow in your hands. Those are the parts that make the game yours.
The short version
- Outsource a task when it is defined, outside your skill, quick to review, and cheaper than your time.
- Put a real number on your hour, even a rough one. Zero is never correct.
- Assets with a clear spec are the easiest wins. Game feel is the hardest to hand off.
- Most outsourcing pain comes from a weak brief. Fix the brief first.
- Start with small jobs to learn the handoff before trusting bigger ones.
If a task has been sitting on your list for weeks and you want a peer to take it off your plate, get in touch.
Related reading: Freelancer or studio for your game, Scoping a solo project you will actually finish, Free tools that help solo devs ship faster
Got a game idea? We build it.
You bring the concept. We design, build, test and launch it, and you own 100% of the finished game.
Share Your Game Idea →