As I mentioned, this is my personal project. While I have no team members and don't have to be responsible before anyone, I still hired freelancers in the past. I had some horrible experience working with Russian ones. For example, I have a Witch character sprite. The idea is that she is half human and half medusa gorgon. Obviously a play on the bipolar disorder stereotype. So I commissioned it to to several Russian artists in row. They all claimed to have pixelart and animation skills. Yet the best they were able to produce is the following:
Back then I've shelved the sprite, since it was not immediately needed in the game. But recently I had to finish it, which I did myself:
Have to remind you, that I'm no artist - I'm a programmer and I dislike drawing, yet I was able to do it better than a professional Russian artists with art school behind their back. Guess programming is a universal skill, allowing you to fill in any role, since you already know about light light propagation and animations from your 3d graphics experience. At one gamedev forum I've noticed a math professor guy doing okay isometric pixelart sprites for his games, while most artists usually have problems with isometry, especially animating it, while in Kyiv I met a girl who did Ada programming in university, but now does art for living (since nobody in Ukraine needs Ada programming after the fall of USSR). So yeah, if you want to become good artist, care to learn the frigging geometry at school.
Now you may wonder what was wrong with the original Witch sprite. Obviously animation is non existing, but artists also totally botched the palette, proportions and and art style of my game, despite me providing them existing sprites as example and explaining about proportions and the palette to use. I use that DOS gamma-level palette, inspired by games like Doom and Warcraft to get the retro feel. In fact, I took Warcraft 2 palette for player team colors as the reference point
The sprite is also very tall and fragile looking (in fact it is taller than elf and orc sprites), while game sprites have look sturdy looking (think Warhammer pieces) and easily discernible in the whole mess happening in XCOM-style games.
On the other hand, I worked with American and Mexican freelance artists. There were no problem with them. All animations were good. They were newbies yes, but responsible ones. Guess gamedev is hard only when you have to deal with my compatriots, because I actually wasted more of my time explaining Russians what to do than saved by their unhelpful help.