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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 3 of 5 Next
 

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.

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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.

 
Article Start Previous Page 3 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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