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Communication
with Managers and Leads. As a manager, it would be irresponsible of me not
to admit to a slight bias in this section -- but I also understand it from both
sides. As I touched on earlier, production teams are growing in size; that
means more capable managers are required. If management is growing, then it is almost
certain that you will be required to interact with your leads and managers more
frequently.
The
organizational structure of any team differs from one studio to the next. One
common thread I've identified is that people seem to operate as if managers and
leads are infallible. They never say
that -- sometimes the exact opposite -- but often their actions suggest that
mindset.
A
simple truth is that you're not going to agree with every decision that your
manager or lead makes. That's okay. What is unacceptable is that people assume
they can't speak up when they see a mistake or a problem on the horizon.
I call
this a "code of silence" environment.
It can derive from any number of factors, including fear of being
dismissed out of hand, or some form of retribution for pointing out the
problem.
Unfortunately,
the results are the same. The production
artists, the people who are doing most of the day-to-day work, become
disengaged from the decisions that are happening around them.
They can foresee
the problems, but choose not speak up and voice suggestions. In this
environment, those individuals are just as culpable for the failures that arise
from their own inaction.
The truth is that managers and leads rely on input
from others to make their decisions -- or at least they should. As such, it is
the responsibility of the production artists to help identify problems. Taking
proactive steps to identify problems is far more beneficial than reacting to
the problems after the fact.
However,
there is a caveat to this statement. Pointing
out problems is easy, but there's no guarantee that managers or leads will
agree with your analysis. The most important ingredient of identifying problems
is recommending reasonable solutions.
This is the most difficult step for many artists. It's simply not enough to say
that something is a problem. Managers and leads may agree.
However, in the
absence of more effective options, that problem may have to stand in the
interest of meeting the goals of the project. Therefore, if you're going to
actively bring a problem to the attention of others, then you should also be
ready with options to discuss.
How do you intend to circumvent the problem?
What are the benefits/risks of your alternative? Is it a reasonable plan? This
is a dialog that needs to occur between yourself and whoever the
decision-makers may be.
The
other caveat is the manner in which the problem is discussed. Some individuals
feel that they can either be honest or nice. Imagine a frustrating personal or
professional problem at work --which goes ignored for too long, because it's
not "nice" to talk about it.
Eventually,
someone's frustration comes out in a caustic or accusatory manner. As expected, people don't respond to the
input, leading to a feeling that the only option was to be "nice" and
ignore the problem.
What is periodically overlooked is that "honest"
and "nice" are not mutually exclusive concepts. A professional can be honest and still be
respectful, too. Respect is the key component
when discussing a problem with a peer, a lead or a manager.
I've
mentioned "problems" a lot, but let me clarify: problems and mistakes
are not the same as failures. Mistakes are made in many aspects of game
development; it is expected and understood as the normal practice of learning and
experimentation.
However, mistakes still do carry the weight of cost. The most
obvious cost is time. That loss of time could have a direct impact on features
or assets that you, as an artist, deemed important or valuable. As such, it is
in your best interest to be as proactive as possible in communicating with the
managers and leads to whom you report.
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Well done!
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!
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.
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.
- 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!
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.
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.