|
|
Before starting a new assignment, the artist
needs to know specific information about the project. Without proper briefing,
the art isn't going to match the needs of the game. This major communication
event provides a rich stew of interaction to observe. Since art assignments
are very project-dependent, no complete, general-purpose checklist for eliciting
the proper information has yet been developed. Nonetheless, I've created
a hypothetical conversation so we have realistic information.
In my scenario, the experienced contract artist has just been hired to crete
artwork for a real-time #D game already in development. The artist is now
getting acquainted with the project and its team members. As the artist asks
questions of various team members (in the left-hand columns), I analyze the
answers from both a psychological ("psych") and a technical ("tech") standpoint,
which you can see in the right-hand columns. This will help you understand
the context of and motivations behind the answers.
Artist: What's the basic idea
of the game?
Producer: We're building a simple, real-time 3D comic strip about
a cat that is hunting a bird, as the bird sits in its cage. The style is
simple with somewhat realistic rendering. It's a cartoon, but we don't want
any drastic squash and stretch effects.
|
|
Psychological Interpretation:
Contractors are often brought into a project without being told any more
than necessary. The artist needs to know some basic context to do his or
her job.
|
Artist: What artwork do you
need, exactly?
Producer: A bird, a cat, the birdcage, and the room, plus some
animations.
|
|
Technical Interpretation:
The purpose of this question is to clearly define the assignment. If the
artist had more design freedom, he or she would make a detailed list of objects
to build.
|
Psych: This answer is quite
brief, possibly because the designer hasn't thought out the scene in much
detail. Also, this designer doesn't want to commit to a list, in case something
else comes up later. However, the artist should continue to find out as many
specifics as possible: What kind of animations are needed? What's in the
room? These details will definitely affect the scheduling. Also, this is
a good time for the artist to vaguely describe the planned style (quick examples)
to make certain that the designer likes it. This kind of early communication
can prevent disagreements about style.
|
Artist: What's the face/polygon
(or vert) budget?
Producer: For the cat, the budget is 250 polygons.
|
|
Tech: The basic geometry budget
must be known up front before any work begins. Like most budgets, the polygon
count is usually approximate, since its purpose is to guarantee a certain
frame rate for the final game. A cat can be created using 250 polygons, but
it won't be very detailed, so let's hope the engine has good texture-mapping
capabilities.
|
Psych: This is another question
that can make the artist feel trapped, because it's where the rubber meets
the road. Often, programmers don't know the polygon budget or make up untested
numbers. This uncertainty could be the sign of a basic design problem (which
means it could be a sensitive issue). Experienced artists will gently explore
the "why" of this budget and see if it matches their intuition.
|
|