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Back in
the early 90s the industry could
get away with not having clearly defined roles because game development
was a giddy new discovery and we loved the "seat-of-our-pants"
style of production. Nowadays it is serious business with a competitive
edge. Larger teams need more structure. If hiring managers are going
to effectively be able to do their jobs, we may need to adopt common
definitions and methodologies.
Defining
Art Roles
If
you ask a variety of artists and producers in our industry what they
think the term "lead artist" means, you will receive a variety
of answers. For some, it means "head honcho"; for others it
means "technical artist". I have heard of instances where
the lead artist was more of an art director. How do we begin to define
the role of lead artist? This article describes the various responsibilities
of the lead based on the combination of definitions I have seen that
work best.
My
experience has taught me that the most successful formula for establishing
roles is a combination of one part tradition and one part progression.
Tradition can describe the common ideas people share when it comes to
what constitutes leadership. Progression involves transforming our notions
of leadership and make them fit to the demands of game development on
a continual basis.
The
art director is the creative visionary, responsible for defining the
visual direction of the project. What colors will define the mood of
the environment? What level of detail should the textures convey? What
are the buildings in a city supposed to look like? How does the terrain
look on this level? What kind of ambient characters populate this world?
How red should the blood be? The art director works closely with the
game designer to shape the game world. The art director carries the
burden of communicating his or her vision of the game design to a diverse
team of artists.
The lead artist helps the team technically and artistically, to carry
out the art director's vision. The lead understands how to conserve
where necessary and how to give more freedom to the areas that are important
in achieving the goals of the game designer and the art director. The
lead artist handles the technical aspects of the art team: art processes;
tools; geometric budgets; texture budgets; task definitions; scheduling
of tasks. The lead also communicates with the lead programmer and the
producer to identify risk in the production pipeline. The lead takes
the burden of artist management and protects the art team from counter-productivity.
The
best teams I've worked with had an art director and lead artist who
worked closely together and respected each other's roles. They communicated
openly. They agreed upon the visual direction of the product and discussed
their respective responsibilities that were required to carry out the
execution of the design. Not surprisingly, they were relatively stress-free
teams. With the definitions out of the way, we can look at the methodologies
and stages of production the lead may encounter.
The
Art Specifications Document
Ideally,
the lead and art director would ideally have time to examine the game
design document well in advance of the assembling of the art team. Having
reviewed the first draft, the art director and lead work together to
define the art portion of the design doc, called the Art Specifications
Document. In this document, the lead identifies the requirements for
producing the art assets and the risks associated with any unknown areas.
This could include the introduction of a new tool, lack of programmer
support until late in the development cycle, testing processes and approval
systems. The game design doc is a living entity, and should be used
as a method of tracking original plans and staying focused. It is very
important that the art director strive to outline the artistic direction
of the product in as much detail as is possible. The art director needs
to have an open line of communication with the decision makers and should
obtain written approval of the project's art specifications.
An
Example
Failure
to come to agreement on art assets, such as character design, can cost
hundreds of hours of production time.
In
this example, the Art Specifications were outlined very thoroughly in
many areas, even containing blueprints of world object creation. However,
the character portion was left vague and undefined. Figure 1 is an example
of the spec document illustrating that section:
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ENEMY
CHARACTERS
In
Jumping Jack Flash, the enemy characters have distinct personalities.
JJF will feature 26 enemy characters that are placed throughout
the level, offering a wide variety of challenges to the main
player character.
The
characters range from a butcher to a policeman and will appear
in the environment best suited to their occupation.
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WORLD
OBJECTS
Object
groups come in three categories: static, interactive and obstacles.
Static objects will follow the naming convention: DF_FHT_001.
They will have a polygonal budget of 500 polygons and a texture
budget of no larger than 128x128.
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Figure
1
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More thought is given to the technical approach of building world objects,
which can be far less complex to integrate, than is given to character
design. As a result, the characters created were too stylized to fit
the client's ideal and had to be revised after the second milestone.
It may seem amazing that it could get that far without being caught,
but it happens all the time. What could the above example show that
would satisfy the description necessary for the enemy characters? How
about this:
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ENEMY
CHARACTERS
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In
Jumping Jack Flash, the enemy characters have distinct personalities.
The style will be more realistic than arcade. JJF will feature
26 enemy characters that are placed throughout the level, offering
a wide variety of challenges to the main player character. Following
is a character list with illustrations to describe the visual
style:
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Chinatown
Butcher - constantly angry, always waving a cleaver, this
character is stereotypical. The poly budget is 500 polys. See
reference folder: S:\JJF\Art\Reference\
Characters\Butcher.
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The
Art Specifications should include estimates for texture footprint budgets,
polygonal budgets, animation requirements including a first pass animation
list and, later, a flowchart describing the motion flow of the animation.
They should also cover character design, descriptions of construction
methods for models, naming conventions, tool requests, roles and responsibilities
of each member of the art team, visual examples and possibly storyboards
supplied by the art director.
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