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Game Artists: The Three Cardinal Rules
 
 
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Features
  Game Artists: The Three Cardinal Rules
by Keith Self-Ballard
11 comments
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March 12, 2009 Article Start Previous Page 2 of 5 Next
 

1. Managing Your Ego

This was the number one topic in my original e-mail, and I still feel this should hold the highest priority in any discussion of professional practices for artists. Ego is a complex topic and truly functions as a double-edged sword when it comes to an individual's career -- regardless of profession. I feel that artists are uniquely susceptible to its effects.

First, I should clarify what I mean by "ego". In a professional sense, ego represents the identification with one's work, the care an artist has for his or her craft and, for some, the motivation to continue to grow one's skill and aptitude. In this way, ego can function as a positive force for both motivation and inspiration -- impacting both yourself and others.

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However, ego does need to be managed. Left unchecked, ego can have an equally poisonous influence on yourself and your work environment.

Pride in one's work can migrate over time into personal pride or a sense of entitlement. This personal pride really has the most destructive impact on an individual's working relationships.

Personal pride is the slippery slope that can lead an artist to view their peers as less valuable and/or less talented. As such, they stop considering constructive feedback (crucial for any growing artist) from any person deemed to be of less worth.

In over ten years of working in this industry, the most talented and most successful artists I have known did not allow ego or entitlement to jeopardize their talent and artistic growth in any way. They took great care in their artistic craft.

However, they never allowed their considerable talent to get in the way of openness to input from others, regardless of experience. When their artwork had to be altered (or cut), they accepted the changes that needed to be made -- even if they didn't always agree.

This observation suggests two possible outcomes of failing to manage one's ego as a professional artist. One, artists who are unable or unwilling to manage their ego will rarely achieve their highest creative potential. As their attitude runs the risk of alienating others, they close off avenues of creative input which limits their potential and growth.

Alternately, the gaming industry may slowly weed these people out over time. As large as our industry is, it is well-connected and always communicating. An artist who doesn't manage their ego also runs the risk of damaging their own reputation and, ultimately, their own career. Although this is the more disturbing conclusion to draw, it does bear consideration.

2. Professional Communication

The relative importance of professional communication should be easy to understand. As the products we create increase in scope and complexity, so do the size of our production teams. Proactive communication has a direct and immediate impact on the effectiveness of these teams.

By comparison, failure to communicate effectivelycan be the most expensive. The effectiveness of your interaction is the key point, as many are quick to point out that the style of your communication should change depending on your target audience. These next few sections address ways in which these audiences can differ.

Communication with Peers. By "peers," I specifically mean other artists. The simplest examples of artist-to-artist communication are learning and teaching. They are also often the most difficult to maintain, as they require constant interaction and prodding.

Most of the time, the weight of deadlines and scheduling get in the way of these productive exchanges. They do not, however, wane in importance.

The first step in maintaining these channels of communication is through sharing. Most artists know there is more than one way to achieve the same goal. Different tools. Different techniques.

Even simple things such as hotkeys are often overlooked, but can have an immediate impact on the artists around you. Strong art cultures are built around this level of engagement.

The reality, however, is that the impetus is on the individual artists themselves. Managers or leads cannot create this environment if the artists themselves are not committed to it as well.

Realize also that you only have a limited time in which to learn from someone you work with today, whether you're a student or professional. Your colleagues know things that you don't, and the reverse is also true.

Be mindful of this. Share what you know and learn from others. This exchange is vital to your growth as an artist. Much of this will come through the natural process of artistic review or constructive criticism. More of it simply requires dedication on your part.

 
Article Start Previous Page 2 of 5 Next
 
Comments

Jeff Beaudoin
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This is a really great article, and has good information even for non-artists.

Well done!

Christopher Willingham
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I'm 4 years in as an Artist professionally... This article is great for any game Artist - regardless of your level of experience.

David Boudreau
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Great advice for those starting careers- but as I think most experienced professionals would agree with Jeff's comment above- it applies to any role, not just for artists.

John Paul Zahary
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Keith, you did a spectacular job.

The line that ironically sums it up for me is: "I wrote this article to kick off what I feel must be a broader dialogue." When dealing with artists or as Jeff stated, with any organization with specific teams, dialogue is the key.

Whether it is production vs. sales, or artists vs. management, all egos need to be in check in order for proper communication to be conveyed. The ultimate goal is to have a cohesive team that works together to present a powerful product inspite of the deadline.

Also, I loved your overall conclusion that teams need to understand where the other group is coming from in their language. If artists could work closely with programmers from the onset and have an understanding of their programs and limitations and vice versa, at least a clear direction can begin.

Before anyone enters a strategy meeting, this article should be required reading!

Dave Endresak
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I agree with the observation by others that the position of "artist" could be replaced by pretty much any other position and the topics of the article would still apply.

Perhaps part of the problem (in every industry, I think) is that our educational and training institutions continue to stress specialization even when the real world work often requires diversification. This is also true for the hiring process; job postings and hiring searches seem to home in on specifics rather than listing diverse requirements.

Like so many things, communications is key. Understanding and accepting (but not necessarily agreeing with) a multitude of viewpoints is important in any group effort.

Lorenzo Wang
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These aren't artist-specific tips, as useful as they are. My artist list have these three:

1. Don't lose your roots. Fundamental and traditional art skills should be continually honed even with all the technology around you. It's always relevant.

2. Keep abreast of technology. While you're maintaining your roots, you should also be savvy as to all the amazing new tools and innovative workflows that are constantly coming in. Artists who hold too tightly onto out-dated ways of working will quickly lose influence if they can't communicate on the same level as the rest of the company.

3. Does what you do serve the look? Some artists are extremely talented in working in their pet style, but how about when the new project throws you a curveball and goes in a different direction? Comic, photo-realistic, gritty, cel-shaded, apocalyptic, casual, etc. etc. there's a million ways the art direction can go, and most artists need to be able to adapt.

4. Efficiency. Games are still slaves of real-time performance issues. Is your work optimal and clean? The more efficient it is, the less of your vision (and punctuality come alpha) is compromised.

5. Criticism. Giving it and taking it is an art that needs to be learned through practice. All I will say is that all criticism should end in a tangible, achievable, and mutually agreed upon goals. If you can't agree on one of two things, then do both and let that help make the decision - artist discuss better with art than patter.

Bryson Whiteman
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Great article. We've all gotta learn this stuff one way or another -- it's all about team work!

mr jasler
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I would add another to that list..

- Respect gameplay and realize that it comes first before your artwork

This is a tough comment to swallow for many artists today, believe me... Artists are so rapt up in their own world in trying to create content, that they forget the big picture. The advancements in graphics has created a culture in gaming that thinks art trumps gameplay. This does open up a much bigger discussion as games have become more of an art piece than a game. Graphics and Gameplay go hand in hand and both need to be respected.. at the end of the day your end product is a game!

Charles Voyles
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Thank you Lorenzo Wang and mr jasler for adding a little more specificity to the topic, even though Wang's three turned to five. :D I believe the tips you added are valuable and often overlooked. Both of you mentioned how art fits into the game. You wouldn't think that artists sometime forget they're a part of a team making a game, but it happens (especially someone from an animating/movie background).

Keith's article is generic enough to fit any position; but if you put the article in Programming from a programmer's perspective, some artists might miss the points of this article.

Greg Wilcox
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Excellent piece! As one of those artsy types (and an old fart with 36 years of gaming experience), it's great to see some common sense stuff hold fast over time.


Um... so when are you guys going to start working on Summoner 3? You've got the engine (Saint's Row 2) - I've got some ideas... call me.

g.

Ivan Kanev
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great article, thank you! =]


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