4. You're Only As Good As Your Artists

What's a seagull have
to do with being an effective art director?
Unless an AD is a one-man studio, there is
usually a team of two or more artists involved in the art production process.
EADs recognize that without this creative synergy there is little success in
attaining the visual goals. They conscientiously focus on making sure their
team's input is heard, contributions recognized and collaboration is
supported.
EADs set clear expectations and are willing to
have legitimate debates over differences of opinion. Only through mutual trust can the EAD and
artists find better solutions.
Regular reviews should be conducted where ideas
and progress is discussed in a healthy, mature manner. EADs avoid "seagull
management", which is essentially the practice of "flying in for a
periodic review, dumping on the work and then flying away".
While there is a certain level of "fire-and-forget"
when delegating responsibilities, artists do not like being taken for granted. EADs treat their talent with professionalism,
clear expectations and an environment where good work is recognized.
Recruiting is an area where EADs will focus
some of their attention in order to attract talent. Some of the most common
factors that go into artists looking somewhere else is the lack of opportunity
and unhappiness with management.
Time and again, the best "recruiters"
in the business are the ineffective managers of one company driving the talent
to another company's recruiting teams.
Building goodwill within the community forms a
strong basis for succeeding. EADs actively participate in building quality
relationships with recruiting teams, HR, and networking resources.
This ranges
from reviewing candidate portfolios, to speaking at a local art college, to
more sensitive activities like attending a recruiting event at a studio closure,
to help the larger art community.
Remember, it's an incestuous industry in which we work -- everyone knows
everybody.
5. Look Outside the Norm for Inspiration
One of the main reasons for stagnation on new
ideas is because games (and apparently the same three movies) can be
over-utilized as a source of inspiration.
(How many more games are we going to see with desaturated color palettes
and bleach bypass?) This becomes a recipe for an "iterate, not innovate"
scenario.
Competitive analysis and playing games are
great foundations, but EADs don't solely rely on these tactics for ideas. They
surround themselves with all types of inspirational and relevant reference like
photography, books, movies, pop culture, comics, etc.
I've seen EADs work in the science fiction
genre and instead of just checking out George Lucas and Ridley Scott movies,
they pick up books on the latest studies in the medical or scientific
fields.
If they try to create a more character-driven
performance, they might talk with theatrical directors on how to get the most
out of their (virtual) actors' performances. They keep an open mind by
immersing themselves in other forms of media or artistic expression such as
video, sculpting, painting, etc.
They
collect stuff that is imaginative, motivating and look to incorporate it into
their professional duties. It helps to
recharge their batteries and build upon creative capacity.
If possible, EADs will also try to engage
firsthand with the experience they want to visualize. Trying to make that
next, unique first person shooter? Go out and play some paintball. Working on a
new sports game? Play it regularly at a local gym, or go to sporting events.
I'm
still amazed at how much some ADs will live vicariously through something else
when they have every reasonable means to experience it first-hand. EADs, on the
other hand, want to take in as much as they can to give back to the user the
most fulfilling visual experience possible.
Conclusion
Art
direction is an evolving role that requires the convictions of a martyr, the
leadership of a general, the negotiation skills of a diplomat and the
humbleness of a monk. Developing a visual style can break a studio's budget or
define a franchise's visual ID for years to come.
Add to that the fact anyone
with an internet connection and an opinion can crush or evangelize a game's
artwork on a public forum and it becomes one of the most exciting, frustrating
and dynamic jobs in game development.
Effective Art Directors never give up their quest for visual excellence amongst the
distractions and look to utilize all their skill-sets and resources as best as
possible.
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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.