A small art direction AMA this month :)

I conducted a short #gamedevAMA on Mastodon and Twitter this week, so I thought of sharing the Q&A here! Hope you enjoy it.


Duke of Germany @duke_of_germany@mastodon.gamedev.place

Q. How does a typical working day of an art director look like?

A. It depends a lot of the production, where we are in the production, and also what day it is. Usually, a few meetings with colleagues or various teams to address issues, coordinate directions and make sure we’re all on the same page. Also, reviewing content, and giving feedback. Personally I like doing this directly with the person, I like this kind of dynamic. And when there is time left, working on presentations, or research for example.

The days are usually full and so I just collapse in my couch after 🙂 But basically it’s a lot of running around, and making sure people understand where we’re all going together, and why. It’s important that they feel empowered, to add to the project, but it’s equally important that it remains consistent. 🙂

Sukrit Tan @actsukrit@mastodon.gamedev.place

Q. How does the process of deciding on an initial art style/direction actually go on projects in bigger studios? Who gets to have input in that?

A. If it’s a new brand, the input will primarily come from the project art director working closely with the creative director to insure it supports the global experience and is consistent with the brand/audience targeted. They’ll work closely with the marketing team also, to have clarity in terms of audience response etc, and obviously the rest of the core team.

If it’s an existing brand, the AD will do the same but following/adapting already established pillars.

Ashley Pinnick @tvdinnerdev@mastodon.gamedev.place

Q. Can you share a little of your approach to providing direction while leaving enough “room” for artistic license?

A. Moodboards, keywords and direct discussion are my preferred tools to give direction. I explain where we want to go, why we go that route, and also, with keywords especially, provide an emotional primer. I mean by that sensations we should feels when viewing the element. Is it quaint, moody, or space operatic and overwhelming etc.

Then I like to work iteratively. I never wait until the end before taking a look, usually thumbnails/blocking, then go from there.

I loathe micro management too, so I view the process as guiding more than “pure” command and direction. Most artists want to be part of the process and have tons of ideas so it’s be dumb of me not to take advantage :)And for those that feel lost when they are not directed to the detail, I adapt

bram dingelstad @bram@gamedev.lgbt

Q. What is one of the most accessible ways of getting into the role? I know a lot of people with the skills to get there but the barrier of entry seems to be a bit vague.

A. It IS indeed not clearly defined. I would say the best shot is by already being part of a team and helping mentor colleagues, giving them tips etc. Asking questions to the ADs, understanding where they want to go, and being actively part of the discussion will help a lot at being noticed. Another way would be to start creating ADDs (art direction documents) on the side for one’s project and showing it to other ADs AND using it when submitting an application for a job 🙂

Wookiee Dongle VR Verdict @WookieeDongle

Q. As someone who tinkers by themselves: if I were to decide on continuing a project past my concept stage, what course should I take to get help deciding on an overall visual style?

A. I’d say that the easiest first step would be to gather references from games or other types of media that look and feel like the final result you’re looking for. Then finding words and detailed examples within to articulate clearly why they are good references. I would start with a list of videos and images in folders, then put them together in moodboards and mood videos. If you need examples of those you can find plenty online already 🙂 After that depending on the kind of game you are doing you can either start with a concept artist or a 3D artist.

Zoppletee @zoppletee

Q. How difficult is it to keep artists focused on the goal from past experience?

A.I think the biggest challenge is to keep them inspired and empowered. If you have that then the goal is easy to reach. Micro management, berating, changing your mind often, not explaining the direction/being vague will slow kill this.

In addition to what I wrote in previous answers, I would add that asking them questions and being interested in their ideas is a big plus too. So tldr: empowerment/direct engagement 🙂

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