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Besides the triad, there are four other cross-functional
groups EADs must look to leverage:
-
Test (or QA) teams are more than just a bunch of
people playing games all day looking for bugs. EADs realize that engaging test
members who demonstrate a critical eye for visual quality is a great way of
providing additional help in reviewing art assets.
-
User Research (UR) is probably one of the most
underused resources available to an AD during a production cycle. Questions
that most UR teams use to conduct
gameplay sessions on visuals have more to do with generalizations that come
toward the end of production or during alpha (e.g. "Do you like the graphics?", "Did
you feel there was enough variety in animations?", etc.)
EADs won't build
an art direction style based on feedback from the public but they will look to
get UR involved periodically in
concept or pre-vis phases to provide objective data from the public around ideas.
-
Marketing. Many ADs have complained about not
being a part of the visual decisions around marketing materials. Believe it or
not, I've asked most of them if they ever even met their team's marketing
person. The responses from those who
haven't usually ranged from the blank stare (Wow, what a novel idea) to
something like "No, why should I? I'm
the art director!"
If
EADs want to have some type of input into those decisions, they don't wait for
the marketing guys to come to them. They take initiative to reasonably
understand their goals and limitations and see how they can help make their
jobs easier as it pertains to art. I haven't met too many marketing people who
don't want an EAD's input when it comes to visual decision making.
-
Business/accounting/financial development. EADs
try to reasonably understand how business or financial decisions have an effect
on their teams. A studio head long ago once said to a group of us that if you
have a project team of 50 people and development costs of $10 million, then
each person on that team is worth $200,000 worth of decisions.
While
that's a very black-and-white viewpoint in boiling down the financials, the
point is to highlight that EADs realize their creative decisions have a
far-reaching effect all the way to the bottom line.
Making the wrong choice can
lead to a significant hole in your budget with little in return, and being able
to fund the right type of R&D initiative, art tool or hiring that extra
talent who could go a long way to realizing a distinctive vision. ("Gosh,
I could definitely use an extra animator on this team, but going with that
over-priced, low-quality outsourcing company my friend works at sure made all
the difference!" )
3. Less Detail, More Big Picture
Participating in the overall vision of the
product and developing how the art supports, enhances and innovates is the core
of an AD's job. EADs make these
observations and look to clearly develop a cohesive vision about what the game
will look like.
Too many ADs practice what I call "Art Direction by Task
List", which is essentially an ambiguous vision built around a grocery list
of graphical enhancements ("I can't describe what I want to make yet, but
I know it needs to have lens-flare, light bloom and lip-sync!")
Nothing instills less confidence and more
doubt in an AD's effectiveness than to set off on a course without a clear idea
of where the game is going visually. A
wise EAD once said to me that you have to start with the end in mind or you're
down the road to nowhere. Here are two time-proven contributions an EAD will do
to focus to the visual direction of a project:
-
Create a vision statement. This is the guiding
principle(s) or "elevator pitch" that helps an EAD stay grounded
during all the noise associated with developing a game. They might be making
the next fighting game and decide to develop a "hard-hitting, fast-paced
and in-your-face" visual style.
Any ideas or discussions that come into
play to support this statement are more likely to be recognized; anything
contrary gets thrown away. These principles also guide team members when the
EAD may not be present. (E.g. the animation lead adds that extra "pop"
to the finishing moves guided by the EAD's principles, the cinematics director
uses it develop a new zoom cam to enhance the close-up shots, etc.)
-
Visual targeting. The terminology varies
(vertical slice, beauty shot, finished moment, etc.) but the objective is still
the same: demonstrate an example of what
the finished product will look like. The visual target is the next logical
progression of all the concepts that get fleshed out by the end of
preproduction and it's the visual extension of the project's aesthetic
X-factor.
It's
probably the most effective and most controversial of initiatives an EAD
pursues because so much can ride on the decisions and add to the natural
concerns of fear of getting artistically pigeon-holed ("How am I supposed
to know what the game will look like in three years?").
I've
seen deals get signed over one sizzle video, and I've seen deals go sour because
a good developer lacked the ability to communicate the vision of the product. I
firmly believe there are more pros than cons to going beyond concepts to
refined visual targeting, because they are used to communicate to the team,
studio and/or publisher the end-goal for which everyone is about to commit.
Trying
to describe it to a group of stakeholders using ambiguous references like "It's
meant to be real but not that real...", "It's a little of this
combined with a little of that..." or "It's a just a concept that's
only 10% of the way there..." is a recipe for doubt, randomized efforts
and unnecessary discussions.
A visual
target cuts through the grey areas, rallies the project's efforts and helps
filter the creative randomness that can occur during a cycle.

A picture is worth a thousand words: The concept (right) is the idea. The visual
target (left) is what the EAD wants it to look like in the end.
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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.