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Effective Art Directors: Gaming's Something Something
[In a detailed feature, Microsoft Game Studios' Cammarano documents the five major traits that make the video game art director truly effective, from partnerships through unlikely inspiration.]
The game industry has reached a crossroads, where the demand
for creative, unique IP and immersive experiences is becoming a priority for
many studios, rather than your classic tech demo or iterative, licensed
project.
"Quality" is the popular (and somewhat ambiguous) term to
help measure a franchise's success, and a number of teams have done a better
job of defining it than others.
One of the key roles important in making this happen is that
of the art director. It's a relatively new role when compared to other creative
industries like advertising or film.
It's even defined differently among game
companies: art lead with technical
experience, lead artist who can script, art director but must be hands-on,
publishing art director with program management skills, etc. Art director turnover is high and it can be
hard to find the right mix of creative, technical, and management experience.
I've had the privilege of working for, with, and managing
effective (and not-so-effective) art directors. I've also learned the hard way
that those lacking certain qualities will make developing successful
experiences that much harder.
The goal of this article is to share my
perspective on what separates the average Art Director (AD) from an Effective
Art Director (EAD) in this challenging, evolving and exciting industry. Let's
take a look at five of the most common traits:
1. Proactiveness
Taking
initiative helps differentiate successful art directors from the rest of the
pack. Many art directors lack organizational support because most people in project
or studio leadership do not come up through the ranks of the artist job track ("Can't
you just push that 'make-it-look-good' button?!").
There are a large number of moving parts to
building a game, more so than most other creative industries. Instead of being
reactive, EADs seek out the knowledge to be effective and do what they can to
not be a victim of circumstance.
While
it's unrealistic to think an AD can be a subject-matter expert (SME) on
everything in the game, EADs take greater interest in game design, technical,
and production agendas as it affects visual goals.
They will perform reasonable
due-diligence by reviewing GDDs, TDDs, creative pitches, etc. to get an added
sense of what the over-arching goals are for development. If there's an area they have no experience
in, they go seek out other SMEs ("What do you mean I only have 16ms to
render a frame? Can't we just send it to
the render farm?!")
In
addition, EADs utilize their strengths even when it's not directly
defined in the job description. I'm not
saying they should do the work of 10 people (maybe some do), but they don't
avoid opportunities to help out some of the other functions in a reasonable
way.
If leadership is their strength, EADs may take the point on a shared team
goal. If they've observed something will affect a teammate's workload, they
speak up and offer a solution. If they're a good mentor and see a new hire in
another function is struggling, they offer up a little of their time to give
helpful advice. The message here is that EADs take initiative in a reasonable
way to help the team as a whole.
2. Building Bridges: Forming the Right Partnerships
Team
communication is an important interpersonal skill for EADs and it's a two-way
street. The triad of production, design, and engineering obviously plays an
important part in developing a successful game; if they want their position in
the group to be respected, EADs respect others.
There is no monopoly on good ideas and much they don't know, so they ask
questions. (Remember, everyone likes a
modest AD.)

"View of the Brooklyn Bridge", Emile Renouf (1845-1894)
One
too many ADs have tried to do their job from the confines of their office or
cubicle, but EADs look to understand the issues from other perspectives in
order to appreciate the dependencies. They realize it makes being understood
that much easier.
They don't let the triad steamroll creative issues, but they
don't effect visual change while working in a vacuum.
EADs
play the game, read the supporting documentation and regularly interact with
the triad to discuss features. When a course of action is decided upon, they
lead by example and keep their commitments. Once completed, they follow up with
the triad to make sure it's consistent with what was messaged.
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Comments
The road from visual prototype to final implementation is fraught with challenge and compromise. What happens when the visual target changes during the project? What types of technical and design limitations can influence and change the course of the vision? How does one keep the vision on track when the publisher gets anxiety over the latest releases every few months?
Personally I'd love to hear some of your war stories about the implementation of the vision, and the challenges and compromises you've had to make along the way. Because while these days most competent art directors & their teams establish a vision through art tests and visual prototype, the truly "effective" ones adapt and overcome the million slings & arrows along the way.
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