What do you think makes a good game project art manager? Or what are some of the things that has made your previous managers bad or good?
Whether it's part designer, art leader, even mod leader, or just some commerce graduate.
I've only been active in the industry for a bit now, but it seems like the usual manager techniques and training can't be applied to something like game art. On one side you can't give too much direction without getting annoying and coming out with something boring thats lacking creativity, but you don't want to have the artist constantly reworking the art to fit.
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Most of the Art managers at the big companies aren't directing Art, just scheduling and dealing with the people stuff, so that the AD can concentrate on the task at hand, directing the look of the Art.
Whilst it frees up the AD from more managerial tasks, the newer model can have its problems too, since the Art manager and Art director have to meet somewhere in the middle of quality versus time spent.
The big problems I experienced at a certain large company usually stemmed from the Art managers not having an Art background at all, and thus lacked the knowledge to make the scheduling and other decisions that they were making.
I think exec ignorance of art issues is pretty understandable, this being a variable and slightly arcane field where even the artists in the trenches can sometimes fail to make accurate estimates. A manager with practical knowledge that the high-ups lack, and a deeper interest in keeping the project on track than giving false hopes and assurances, is golden.
Let the artists have some leeway in their work so they don't feel like they're being prodded all the time. Also helps them feel some ownership and pride in their work.
Focus on the big issues, and explain my decisions as to why you can't have eight 2048 textures on this one asset alone.
Give the artists some idea of the pressures I have to manage, then let them know they don't have to deal with it. No really. I think it helps when management isn't just a series of unexplained decisions. When people are given the knowledge behind decisions, they tend to understand why that change needs to be done.
Unless you're a sucky manager that doesn't have good reasons for the changes, but that's the whole point. Forces me to be a better manager because I know I might need to explain to the artist why the decision is being made.
Listening is also a big one. When artists are given some of the issues behind a change, they often make suggestions to try and fix the root of the problem, which either leads the manager to expose more root info, or to be exposed themselves to some new solutions.
Try not to switch an artist mid-task to an altogether different task. Artists (and coders too) get into a work groove. Halting that mid-stream not only causes the initial task to take longer due to the time for getting back into that groove, but it's also a big a morale killer.
I could go on and on. Good management is tough. I think we've had some other good threads about this topic, I'll try and dig some up.
Development Cycle Watermark
art direction versus productivity (archived this one from the old messageboard, my nick used to be "posm")
2. Even handedness Be flexible when you need to,take the piss out of someone when they deserve it.
3. accountability being able to own up to their own mistakes
4.hope to new ideas
5.leads by example
I like to think of myself as the ammo runner for the poor bastards in the trenches. lol
Buffer. You take the shit and stress so they don't have too.
Honesty. Don't lie, even to yourself, if you need to tell your superiors it can't be done that way or in that time frame have the eggs to do so. If you need to tell a worker to step the fuck up, do that too.
Responsibility. The buck stops with you not your team, never, ever blame your team, even when they fuck up it's you who allowed it to happen.
Praise. Give credit when it's due and don't take credit for your team.
I could go one for ages but these are some of the believes I lead by and I've really felt a great connection with the guys in my team.