What I appreciate most about BIGContacts is that it delivers solid partner relationship management without the bloated menus and complicated setup that plague most enterprise CRM tools, which fits our fast‑paced San Francisco game studio perfectly. I can build custom fields all by myself to log game‑critical details including NDA signed status, outsourced asset scope, revision limits and delivery checkpoints, no developer support required. Not long ago we were collaborating with a Seattle‑based 3D character outsourcing vendor. Our producer wrapped up a contract negotiation and logged all key terms directly inside their BIGContacts profile. When that producer took an unexpected week‑long sick leave, I pulled up the record and instantly saw how many revision rounds we were entitled to. I avoided a messy situation where we might have requested extra model changes that fell outside our agreed contract limits. The tagging feature is also a huge win for us. I tag every collaborator by partner type and active project, so I can instantly filter all active prop‑art vendors ahead of reference file rollouts. Assigned dashboard reminders keep our production coordinators accountable for NDA follow‑ups and milestone checks. Most of our team are producers and art staff with zero CRM background, and they can jump in and operate it with minimal guidance. We do not need to sit through multi‑day training sessions just to track our external collaborators. For our 112‑person studio juggling multiple ongoing game projects, it gives us exactly the core contact tracking we need without slowing down our production rhythm. Review collected by and hosted on G2.com.
BIGContacts has some noticeable shortcomings that have created real headaches amid our game production sprints at our San Francisco studio, most notably its lack of bulk editing capabilities and weak native reporting for custom fields. We frequently need to update status across large batches of outsourcing partners, yet there is no way to modify multiple custom‑field entries at once. A couple months back, our project pushed back background art hand‑off dates for fourteen separate 2D art vendors. I had to open every single contact record one after another to revise their delivery milestone. Halfway through this tedious manual work I got pulled into an emergency asset review meeting, and I completely forgot to update one Texas‑based texture studio’s entry. Our coordinator followed up using the old deadline, confusing the vendor and nearly triggering unnecessary overtime on their end. Beyond bulk edits, reporting built around our custom production fields is very limited. I cannot pull a one‑click view showing vendors with upcoming deliverables; I must export full CSV data and sort everything manually in Excel. There are also no native connections to DRACOON for contracts or RemoteMeeting for partner syncs. Every signed NDA link and post‑meeting action item has to be manually copied over. Even during our earlier migration away from AddressTwo, we had zero game‑industry templates available, forcing us to rebuild every custom field and tag group from scratch, costing us multiple afternoons of valuable production time. Review collected by and hosted on G2.com.


