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  Get your ego out of my art
by Peter Kojesta on 11/01/10 11:51:00 am   Expert Blogs   Featured Blogs
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The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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Get your ego out of my art; it should be an Art Director’s mantra, and not just because it improves overall quality, but because it increases efficiency, and makes all the other artists on the team happy.

By being cognizant of a few common time sinks, and AD can improve his team’s performance; and also make their job easier.

One would hope that after some time, a seasoned artist would have dropped these habits, but being an outsource team that has to redo a lot of in-house work; I assure you this is not the case. Let’s apply this to two situations; high polygon model creation, and unseen art.

There’s an easy way to create high poly models and there’s a hard way. It just so happens that the easy way is the right way as well; that is if you give a damn about anyone else working with you. It should be obvious, but making an airtight mesh when doing the high poly model is almost masturbatory; OCD if you will.

Use interpenetrating meshes to get the effect you need. It saves massive amounts of time, and the mental headache of figuring out complex quad layouts.

This method lets you deconstruct exceedingly complex meshes that if handled in a “divide and conquer” fashion, are quickly understood and developed.

It may look better for you as an individual artist to show your ‘quad and cut’ prowess, but it’s orders of magnitude slower, and causes massive headaches if another artist ever has to modify your model.

In a team environment, we need to be aware of the other people we’re working with. As highly specialized as artists have become, it’s folly to imagine you’re the sole owner of a model; or the last person to touch the work.

And here’s the kicker, even if you are the sole owner, you’re doing yourself a disservice by making the model overly complex; you’ll kick yourself in the head if you ever need to go back and modify it.

Unseen art; the great time sink. I worked with an artist once; an amazing artist mind you, who did not know when to stop.

We had to re-uv, re-skin, and re-texture our main character, because this artist was personally insulted with the baked in shadow on the armpit. If you’re making an armpit simulator, buy all means fix it, but if you’re working on a game where the character never gets closer than 50 feet, MOVE ON!

These are two very basic things, that probably cost studios months of time over a given project. It doesn’t happen a lot, thankfully, and anyone doing it regularly needs to re-evaluate their desire to work in this industry. Greeble-lust at home, great quality art, delivered on time, at work. Get your ego out of my art; it’s making it salty.

 
 
Comments

Jason French
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So true. The same goes for coding as well. Nothing worse than the sad case of the extremely talented ego coder who can't just KISS, acting as if every line of code is a reflection on their quality as a human being.

sam howard
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That is a great comment, but what happens when the opposite is the case? Such as an AD who doesn't know when to quit? I think if you are going to call out artists you need to call out everyone. I have worked with AD's who never know when enough is enough. Artist's are less likely to call out an art director who is worried about an armpit shadow showing on a model that is going to be 50 feet away for fear of losing his or her job. So unless you are going to call out both I would say keep your opinions to yourself.

Patrick Coan
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Some people need to be this anal to feel that the effort is worth it. Pragmatic is the quality we're looking for, I think.



But what a fine line- the inherently lazy coder/artist will always take shortcuts (and the work shows it), the anal (and intrinsically fearful) one will follow routine/superstition in order to avoid mistakes (resulting in missed opportunities for growth, and displaying a lack of understanding and interest), and the third category of individuals maintains a rewarding masochism, always questioning efficiency, consideration towards others and final results. I think it may be more about integrity than anything.



@ Sam- I think the Art Director has earned the right to be silly without question- they tend to be a little less expendable and bear more of the burden for their decisions.

sam howard
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Patrick,



"@ Sam- I think the Art Director has earned the right to be silly without question- they tend to be a little less expendable and bear more of the burden for their decisions."



Good comment I do agree mostly with your point. But not entirely on the end of the AD, because their decisions bear more weight and therefore can have both a positive and negative impact on the overall development process, I think all would agree that they should know when enough is enough as well. Also they should be, which isn't the case in I think most places, knowledgeable enough to understand the development process in it's entirety. I have unfortunately had the experiences of working with Many AD's who, unlike the author of this post, didn't know the difference between one model or the next. So you are right that they bear a lot of weight but wrong in that they as well should know when to allow an artist to do the job they hired them for.

Peter Kojesta
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Hi Sam,





Thanks for the comment. Please note that this article is directed at AD's just as much as any individual artist. It is an ideology that instructs an AD to do exactly as you said, let people do their job, but do their job efficiently.



The art directors job is to direct the art and the people making it, obviously enough, and that means they can direct it poorly, or they can direct it well. Although in many situations art managers have taken over the job of process and pipe management; it's in the best interest of any stakeholder to exercise a streamlined mode of thought regarding development of assets.



Waste not, want not. So in essence, I have spoken to both AD's and the men/women on the line with this post. As to your experience with the work environment, I know all about it brother, I got fired from a studio because I spoke out about massive wastes; and getting fired was the best thing that ever happened to me.

Dyuman Bhatt
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To quote Steve Jobs:

"People think focus means saying yes to the thing you’ve got to focus on. But that’s not what it means at all. It means saying no to the 100 other good ideas that there are. You have to pick carefully. I’m actually as proud of many of the things we haven’t done as the things we have done."

sam howard
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wOw, it seems very rare these days to hear that coming from an AD. Sounds like you have your head on right. Thanks for return comments, wish I had had such a good AD myself. Wish you great luck in the future.

Patrick Roeder
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Great post. Its nice to see a fellow artist preach the age old sermon of "Divorcing yourself from your work", AND its nice to see that our ideologies about modeling workflows match. With the right library of "parts" at your side, modular modeling is pretty tight.

r marc
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In my experience as a concept lead/assistant art director, you have to know you can trust

key people to keep their heads on straight and manage the juggling act of Quality/Time

and a Product's worth, cause at the end of the day or in the final analysis you

are making a product that needs to be profitable.



I have been known to get precious, I think when you care and pour energy in, you begin

to feel some ownership over certain parts of a project, but I'm learning I can still care and put my best efforts in without governing my territory quite so brutally as in the past :)

so I'm improving :D



My other point would be: Game Dev is a bit like being in a band? you all have to synergise, and understand where other people are at both in development and also mentally. good luck all and may your projects be fruitful.





Ron


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