Title: Art Team Management
1Art Team Management
- Di Davies
- Visual Development Manager
- Vicarious Visions, Inc. Troy, NY
2This is the fun stuff
3This is the hard part
30 artists
2 MB of texture memory
10,000 frames of animation
Legacy assets
Uncooperative team member
Old baggage
New platform
Burned out artists
Accelerated development schedule
4What if we didnt manage production?
This is a 10MB movie from the Prelinger
Archives it is just for fun to emphasize why
managing production is wise. If you do not wish
to view this, please just click ahead to the next
slide.
5- Art team management comes with
- many challenges in addition to
- the technical challenges
- Platform changes
- Scheduling artists
- Professional development
- Big picture mentoring
- Artist issues
- Support
6- Preparing art teams for platform changes
7The Game Industry has history to draw upon
- Note the trends in prior hardware life cycles.
- New tech art teams need tools and tech support.
- Dont overestimate or underestimate new hardware
- specs prior to receiving dev kits.
- Expect and plan for hardware features in your
project.
8Waiting on dev kits
- Find ways to simulate the target platform
characteristics. - Calibrate monitors, send images to TV or LCD
screens. - Try to plan for like system configurations in
making budgets. - (Is the PSP most like a PSX in terms of power?)
- Push the envelope where you can.
- If the system is weak on texture tech, then push
the polys. - Rely on hardware tech but blend it with applied
tech. - Test, test, test.
- Use current generation hardware that supports
early versions of technology to prepare and get a
leg up for the next gen. - Test as many systems as early as possible.
9- Scheduling artists for projects and art tasks
10Matching artist skills to projects
- Get to know the artists on the team.
- Learn about their strengths their passion.
- Find opportunities in low risk areas for people
to learn. - Reserve high risk areas for your sure bets.
- Consider longer term objectives in making
assignments. - Consider the balance between visionaries and
implementers. - Having a good mix of experience and work styles
can strengthen everyone. - Ensure roles are well-defined and expectations
are clear.
11Speaking of artist roles
- Here is what art teams looked like in the 90s
1990
1994
1998
(1) Artist
Lead
Lead
Lead Animator
(1) Artist
(5) Artist
(2) Animator
(1) Animator
12Speaking of artist roles
- Look at how complex art teams have become
2002
2006
Lead Animator
Art Lead
Lead Animator
Technical Art Lead
Art Lead
(6) Animator
(10) Modeler
(8) Animator
(2) Tech Artist
(4) Modeler
(3) Character Artist
(3) FX artist
(6) Cinematics
(5) Texture Artist
(3) Texture Artist
(4) Lighting Artist
(1) Lighting Artist
Cinematics Outsourced
13Scheduling art tasks
- Have the person doing the work plan their own
tasks. - Be there to guide and to offer insight into
dependent factors. - A schedule is a guide to keep people focused.
- It is more of a compass than a roadmap it
changes. - Remember the Salmon of Progress!
- Visible progress helps maintain focus and gives
a - sense of completion.
14Accurate estimates
- There are constants and variables in making
estimates.
The accuracy of the estimate depends on the
inclusion of all factors. Without proper
information, estimates will be guesses at best.
15Tracking art tasks
- Treat art assignments like bugs prioritize and
track. - Using some kind of tracking software may enable
people to be more directly responsible for
signing off of their tasks, identifying
dependencies, prioritizing and encouraging open
dialogue.
16Art pipeline planning
- Establish proper version control software as
early as possible. - Failsafe systems and version tracking helps
pinpoint source issues faster. -
- Discuss and agree to naming protocols during
pipeline planning. - Determine the major asset types that will cross
paths in the engine. - Test as much as possible before launching the art
pipeline. - Pre-production is the ideal time to work with
the graphics engine - while concepts are being developed.
17 18Improving yourself is not easy.
- Accept that you will make mistakes - learn from
them. - Talk about success and failure openly.
- It never hurts to ask. Not asking often is
worse. - Ask for help. Ask for clarity. Ask for feedback.
Ask for training. - Be aware of your own strengths and weaknesses.
- Think about how your skills need to mature with
the industry.
19Do it yourself
- Stay up to date with technology and trends.
- Subscribe to magazines, newsletters, product
forums, etc. - Network for knowledge.
- Use game conferences to develop relationships
with other peers. - Look for better ways to do things.
- Peers, magazines, online tutorials, user forums
-
And more
20 21First and foremost its business.
- Its big business.
- There is a lot at stake for companies.
- Its similar to other entertainment industries.
- Ratings and reviews matter.
- A lot of people want to be here.
- The competition is global.
- There are both rewards and sacrifices.
22The bar will always rise
- Consumer expectations will continue to grow.
- Its important to know what the (visual) goals
are for the project. - Keep this in mind throughout the project.
- Expectations and quality standards will change.
- Keep the team informed and plan how to meet
those expectations. - There is always an opportunity to improve.
23What needs to be done?
- Think beyond the task.
- Pay attention to what is going on around you.
- Speak up if there is something the team should
note. - Dont wait to ask get clarity early.
- Communicate!
- Talk to team members who may be impacted by your
work or can help you.
24Developing the artists eye
- Quality is attention to detail.
- Encourage artists to use peers to critique their
work. Go that extra mile. - Ask what is wrong with this picture?
- Develop questions for your review designed to
address your visual goals. - Look at other games and film for appealing eye
candy. - You dont have to jeopardize your games style
to adopt good ideas. - Be honest with yourself and your art team.
- Dont be brutal just be honest. Is the work
having the desired impact?
25 26People and passion
- Creativity is hard to contain in assembly line
work. - There is a time for ideas and a time for
implementation. - Personalities and ego.
- When all is said and done what is best for the
project? - Getting the job done is the goal.
- Maintain professionalism and remind people there
is a job to do. - Keep things in perspective.
- Developers are paid to use their skills to make
a product.
27External forces
- Successful production includes contributions from
everyone. - The seemingly inconsiderate forces may be
important to your success. - Nobody comes to work hoping to drive you nuts.
- Ask your boss to help set priorities if needed.
- It takes time to build relationships and trust.
- Everyone is part of the team and wants to do a
good job.
28Energy
- We all have peaks and valleys.
- This varies depending on the person.
- Working past artistic slumps is hard to do within
the buzz of the hive. - Nobody is superhuman.
- Artistic energy is not inexhaustible.
- Burnout is a major reason good people quit
companies sometimes its the only way to get a
break!
29 30Meeting technical challenges
Team structure
- More sophisticated requirements need more
- focus and leadership.
- Art Directors focus on the artistic vision.
- Art Leads are partly technical, partly artistic
and can organize. - Tech Artists are the bridge between programming
and art. - Animation Directors focus on all animation in
game and cinematic. - Art teams now include lighting specialists,
shader artists and character artists who all need
technical support.
31Meeting technical challenges
Tools
- Art teams need good tools and good tech support.
- Good tools are critical to optimize time and
effort. - Tools systems require support for the art team to
succeed. - Middleware is never out of the box.
- It can reduce time in writing code, but still
needs customization. - Setting visual goals for projects early should
help set goals for tools development as well.
32Meeting technical challenges
Be prepared
- Know and teach the quirks of the hardware
platform. - Its important to be able to optimize graphics
for the platform. - Recognize what is hardware limitation and what
is an art defect. - For example what causes the defects in the
images below?
33Meeting visual goals
Team critiques
- Get in the habit of having regular reviews of the
work. - Each production group should self-review.
-
- Agree what will be reviewed ahead of time so
people can prepare. -
- Ensure nothing is slipping through the cracks.
-
- Critical Stage Analysis catch issues before
entering a new milestone.
34 35A managers responsibility
Communication!
- Managers are there to help the team get the job
done. - Advise, facilitate and support.
- Be professional.
- You hold the big picture in your hands