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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 4 of 5 Next
 

Communication with Others. By "others", I mean non-artists. This section is addressing the importance of proper engagement with peers in other departments, such as programming or design.

Simply put, artists should use different approaches to collecting information from (and presenting it to) the various groups involved in game development.

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In my experience, it's pretty easy for each group to become frustrated with the others. Almost all of these situations derive from problems in communication.

The fault, in most cases, lay not with any one group. In the majority of cases, both parties failed to provide or collect the information they really needed. More directly, they failed to "cater their message to the intended audience."

This should come as no surprise to anyone, but programmers often prefer that information be detailed and precise. By comparison, artistic analysis is much more fluid and subjective. As such, it usually requires more time and more thought to be put into communication between these two groups.

Numerous times, I've heard the comment from programmers that "artists don't know what they want." As an example, this scenario could derive from repeated or failed tool creation or feature modifications.

Understandably, both groups are frustrated by this situation. Programmers are frustrated because, from their standpoint, they've already spent time building something that isn't usable or desirable. Artists are frustrated because, from their standpoint, they've requested something that programmers haven't delivered.

So, what happened? When requesting tools or features, the conversation usually centers more on what the artist wants, rather than the goal that the tool/feature is expected to achieve. The end result may be what was requested in some sense, but not what was truly desired.

Occasionally, requests are too vague, or easily open to misinterpretation by non-artists. It is far more effective to clarify your goals. I regularly encourage artists to provide reference, or some form of visual indicator that explicitly communicates what you want to achieve. This is how you clarify the object of your request.

The next important component of tool or feature requests is how the request is presented. The common mistake is an artist asks, "Can we have feature x?" You've effectively asked someone a yes/no question as to whether or not they want to do more work.

What kind of answer do you expect in response to this situation? A much more effective question is to ask, "What would it cost to get feature x implemented?" For one, it addresses another frequently-heard comment from programmers that "artists just want everything."

This type of question opens a dialog on what a feature costs. Maybe what you're asking for will require sacrifices, but you won't find that out if you don't ask the right way. Your most recent request might just be worth the sacrifice.

If nothing else, the programmer will still have gained a greater understanding of your priorities, which may help with future decisions. Programmers are willing to work with artists to support their goals -- if they're willing to discuss options and alternatives.

In comparison, the inverse is more common when it comes to communicating with designers. When designers make requests of artists, it is most commonly in support of gameplay changes. In my experience, artists frequently complain that designers are too vague or don't know what they want. Sound familiar?

However, precise design is difficult to achieve early in development; good design often requires iteration and experimentation. As such, changes are to be expected, and artists need to be aware that they are part of this iteration process.

A good example of vague level design direction might be "please make the room bigger" or "can you add more furniture?" Some artists will just take the vague direction and make changes.

They may complain that the direction is vague, but take no steps to clarify the information. The end result is that the artist and designer will likely have to revisit this request multiple times. As with programming, the problem is that the features have been explained -- but not the goals.

My recommendation is to -- carefully, and respectfully -- ask why requests are made. Maybe the designer wants a bigger room so that they can add more enemies. Maybe they want more furniture to create additional places where the player can take cover. Once the goal is known, the discussion can focus on options and alternatives, some of which will save both time and effort and may avoid eliminating artwork that has already been completed.

 
Article Start Previous Page 4 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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