Noob questions: as an artist, when working on a game asset (character, prop, environment piece, whatever), who do you show progress to, and at what point? Specifically:
- Who's your superior, and/or the person or persons who look at your progress and approve further work or suggest changes and so on?
- At what point(s) in the blockout, modeling, and texturing phases do you show progress?
- Do managers try to keep major changes confined to the early stages of working on assets, or do you sometimes get requests for major changes late in the process, resulting in redoing lots of work and burning lots of time? What's usually behind these late-stage revisions?
- Bonus: is working w/ other artists in a studio pretty collaborative, or do people mostly keep their heads down and work on the assignments they're given, not really helping each other out on a given asset?
I come from a graphic design background, and I've worked both full-time and freelance, with managers and directly with clients, so I'm used to the process there, but games are still a mystery to me.
Replies
One thing that's different about game dev, you will probably be tasked with making temporary assets for early prototypes. This art is almost always thrown away, as the game idea is clarified and the art style is polished.
In the end you just need to be flexible and go with the flow. Sometimes the development process can be a bit chaotic.
"In the end you just need to be flexible and go with the flow. Sometimes the development process can be a bit chaotic." <<< So basically, this.
My general advice would be to keep your direct 'manager who knows about art' in the loop early on (especially for assets that will take a long time to create). In a perfect world, often you just deal with that person (e.g. a lead artist or art director), and they can act as a hub for approvals. In an imperfect world, you may have additional people or many additional people who can mandate changes.
During all my jobs in the games industry, they have been highly collaborative, probably the most of any job I have ever worked. There is very few, if any at all, projects that I have worked on where I can say I did "X portion" of it 100% independently.
Question: what's an art director, in the context of a game studio? Is it someone who in addition to telling lower artists what to do, is *also* a 2D or 3D artist who works on stuff alongside everyone? Or they basically just have a vision and use worker bees to work it out for them?
The only analogue that comes to mind is a movie director, who has a vision and directs the specialists under them. (W/ the exception of Ridley Scott, who drew his own storyboards and was a damn good artist in his own right.)