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How many visual targets should be
developed? How closely should they be
followed? That's up to the EAD to decide, but the common factor should be
enough targets to get the idea clearly across.
They use their sensibilities and
regularly observe how progress is going.
If changes are called for at a point in the cycle, an EAD quickly takes
the new concepts and creates a new visual target(s) to re-focus the team's
efforts.
As a group of visual targets are finished,
they should be collected into some form of cohesive format, whether it's a
style guide, art bible, or organized directory structure of paint-overs,
renders, or animations to which everyone can easily refer.
When the trade-offs
and limitations of game development rear their ugly heads, the visual targets
are used to help prioritize goals, focus resources and create a common starting
point for discussions among all the cross-functions.
Games are getting more expensive and
complicated to create and the risks are high. Mitigating a lot of that comes
through experienced planning around a concise goal, and the visual target is an
EAD's weapon of choice.

One of many concepts generated by an EAD and
concept team based on ideas during early pre-production.
The game engine is used in this case by the
EAD/team during pre-production to evolve the original concept into a visual
target by which quality will be measured throughout all areas during the
production cycle.
When issues or discussions occur around visuals, the target
is used to bring focus and clarity to creative iteration.
Months later,
in-game progress shows that while many elements of the original target have
changed, its esessence and cohesiveness has remained the same.
Because the development and publishing teams could see
the visual target and understand quality vs. trade-offs and risks, more focused
support could be placed in the right areas to make sure the rest of the game
gets the same level of polish with little randomization to the product.
The aesthetic
and graphical quality the EAD wanted from the original target has not only been
maintained but surpassed.
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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.