Moving
Up in the World: How Artists Can
Become Game Development Leaders
I've
spent 9 years working in the games industry as a lead artist, animator,
and 3D artist. I've gone through the gamut of self-examination as both
a leader and as a production artist. I've been lucky enough to work
on some very well managed projects and have been tortured through some
very badly managed ones as well.
This article is designed to help both artists and managers identify
key issues and begin to create working solutions to management problems.
Moving
from Production to Leadership
Most artists
who have been asked to lead teams have experienced the growing pains
of becoming an artist manager. Undoubtedly, it would be nice to be prepared
for the challenges that managing presents, but often, not much thought
is given to preparing an artist for their first leadership role.
As production artists, we enjoy the luxury of producing game art assets
without any worries about keeping the whole team together; we only need
to worry about what we are doing and satisfying the lead artist's expectations.
That may seem complex while you are producing under those circumstances,
but imagine suddenly having to keep an eye on your fellow artists, making
sure they are producing on time, and being responsible for creating
the production pipeline. Now add to that conducting reviews of the work,
communicating with the producer regularly, working with the lead programmer
to make sure your methodologies are working together and making sure
your artists are able to function properly.
The first step in moving from production to management is understanding
that how you prepare your art team will have an effect on the outcome
of the project art. In other words, seeing the big picture is your first
and perhaps most difficult challenge as a new leader. What is that big
picture? It entails having an understanding of how your part of the
production process will effect the project as a whole. In order to do
that, it is important to be organized and to plan as much as possible
early in the project.
The next
step is being able to accept that you will no longer be producing the
volume of artwork that you may be accustomed to producing. Other tasks--management
tasks--will now begin to take precedence over being responsible for
producing an entire group of art assets. Reconciling the artist with
the manager is a challenge that every new lead artist or art director
may face. As a manager, you may have to put your own ambitions aside
and concentrate on the artists in your team. There is a bonus to adopting
that attitude: once you make your artists look good, it reflects on
you as a manager and you look good as well.
How do you enable your team to perform well? A good part of it has to
do with how well you can manage yourself. How well do you communicate
ideas to others? How well do you offer criticism? How well do you plan?
It never hurts to try to improve on any of those skills even if you
think you are an ace.
Practicing Good Leadership Habits
Good management
will be the power tool of development companies in the years to come.
Imagine the things teams can accomplish when they have good managers
helping them produce. Every management book in the universe offers a
selection of key qualities of a good manager, but simply keeping in
mind how you would want to be treated is a good practice. Being a good
leader is not about you, it is about helping the artists you are leading
produce the best work they can. A great looking game owes its success
to the teamwork behind it.
Communication,
Empowerment, and Ownership
Communication, empowerment, and ownership are terms that are thrown
around within our industry without any real effort to understand or
incorporate them into the management model.
Communication
is the most important factor in successful teamwork. When the lines
of communication are truely open people can function the way they need
to in order to get the job done. Artists (or any employees, for that
matter) will learn styles of communication from the people they see
as role models. If your style of communication is to focus on weakness,
mistakes, and to play one employee against another, then the people
you are leading are effected by your example. Lay the groundwork for
constructive communication by encouraging open discussion and feedback
within your team. That way, no artist will feel that they cannot speak
their mind. To encourage feedback is to teach the skills of positive
evaluation of work, rather than negative criticism. The next area of
communication to establish is conveying the vision of the game design
to the artists and how you plan to help them incorporate it.
Empowerment means that members of the team have been allocated responsibility
for their part of the project.
People get ownership of their piece of the development pie because they
are empowered and are communicating successfully.
Identifying problems within teams is really simple once these three
simple principles are put into place. If you find your team's morale
dwindling, ask yourself how well those principles have been enacted.
The following example can help illustrate some common problems caused
by a lack of early communication and not clearly establishing roles:
- Bob
is the lead artist for the PS2 monster game.
- Frank
is the art director for the same game.
- There
are 3 artists and 2 animators assigned to the project.
- Bob
has never led a project before.
- All
of the team artists are pretty inexperienced and need some strong
leadership.
- Frank
is a competent artist, but thinks that his role is to be in charge
of the project.
- Bob
is too inexperienced to stand up and talk to Frank directly, sees
Frank taking over the team and not really following the schedule.
- Bob
assigns the team artists some tasks.
- Frank
tells the artists that they need to concentrate on the quality of
the work and not worry about the schedule.
- Bob
is tearing his hair out trying to get the artists to stick to the
schedule, while Frank is chewing him out for interfering in "his
domain".
- The
producer has no idea any of this is going on because it's early in
the project and some art assets are trickling through.
- Frank
continues to undermine Bob's authority to the point that the other
artists don't respect Bob and don't listen to what he has to say,
even though it is in their best interest to do so.
- 2nd
milestone approaches and the producer notices that the art team is
behind and that the design is causing problems in the game engine
- files are too big, textures are out of control and none of the technical
issues have been resolved.
- The
producer calls Bob into his office and demands to know what the problem
is on the team. Bob feels trapped and doesn't really know how to communicate
the problem with Frank. He complains that the leadership is not clear
and that he is having problems getting the technical issues across
to the artists because Frank contradicts his decisions
Sound
familiar? This scenario is replayed in countless companies every day.
I could continue on with that scenario and go into how the team becomes
systematically demoralized, but none of that would occur if leadership
had been established and Bob, Frank, and the producer communicated more
often. The junior artists would never form bad opinions about any of
their leaders because they would be too busy producing work for the
project on time and gaining the praise of the producer. Bob and Frank
ideally would work together closely and help the junior artists have
a strong understanding of what is expected of them.
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Recognizing
an artists' strengths