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Understanding the Role of the Game Artist   part 1

The many elements of being a the Game Artist.
Introduction

   During the time that I've worked in the game industry I've been fortunate to have been involved in the development of a variety of types of games, in various roles. Most of that time, I've just been focused on my tasks; getting the work done and trying to provide the best possible quality. I've had a lot of interesting experiences, made plenty of mistakes, and tried to learn from all of them. I've always tried to incorporate those lessons in my work processes. However, I've never really made the effort to gather what I've learned, organize it, and write it down. Whenever I had the occasion to teach something to another artist, it was usually related to art theory. In June 2018 I was given the opportunity to speak at the LAG Festival of Art and Independent Games in Cieszyn, Poland. This article is an expanded version of that presentation.

   Please note:    in this article I will mostly use the title Game Artist. I'm using this as a kind of catch-all for the various creative roles, as many of the things I mention are applicable to most, even outside of the game industry.

   How do we define the role of a Game Artist? What is actually their function in game development? Is it just a person who makes all the pretty pictures? Is it someone who creates whatever they want, or the opposite: is it someone who is only allowed to make exactly what they're told to? It can be vague for people outside of the game industry, and even people who work on games do not always have a clear understanding. Project managers, programmers and even artists themselves are sometimes not sure what are the responsibilities and worth of a Game Artist. It can happen that a project gets into problems because, as a Project Lead may put it, 'he doesn't speak art' and communication problems follow. Or an artist might shy away from certain tasks, or even refuse to do them, because 'that's not what they do'. Projects might miss opportunities because people are not aware of the skills and experience of the artists on their team. These kind of situations are a real pity, and unnecessary. To avoid this, it is important to. . .

 

“Know and understand the core roles of the Game Artist.”

   Or, in other words, what is the profile of the ideal Game Artist? In this article I will try to break it down, show what are the core functions, and explain how they matter to the game project and the artist. Because, as a professional artist, it is essential to analyze what you do, to be able to recognize your core functions and then assess your performance on each point. This will allow you to discover your weaknesses and eliminate them. Being a Game Artist is a specialized and complex profession, and is so much more than just being able to make pretty pictures. Self-awareness, self-improvement and moving out of the comfort zone is essential; it will continuously increase an artist's worth and will help to secure a long and successful career.

   Ignoring any kind of self-reflection leads to stagnation, which one day might lead to the following situation: A Project Manager or Project Lead will, during a meeting or performance review, ask the question “Why do we actually need you?" Why should we continue to pay you when we can go to the Unity asset store, or some stock art website, and buy the assets we need? It will be fast, cheap, and we know what we get right away.” This is one of the harshest question that an artist can be asked, I think. To have the validity of your existence questioned. I can tell you that the wrong answer is: “Because I make art that looks prettier.”

   The simple truth is that not so many people really care about the art of a game (except perhaps certain vocal minorities). The programmers just want the game to work, the Project Manager wants to stay on target, and the Project Lead wants a finished game, on time and within budget, to keep the company afloat. Even most players (looking at the game industry as a whole, world-wide) don't care that much. A game that plays great but looks cheap is going to fare much better than a game that looks amazing but has poor gameplay. We all can think of some examples like that. In the end, a fun and rewarding experience is what it is all about. It's the greater cause that a Game Artist's work is subservient to, and they should be deeply aware of that.

 

   So, what is the right answer? The right answer is that a Game Artist does much more than make art assets. When you break down the job of the artist, you get 5 key roles, that I like to call:

 

  • The Storyteller

  • The Creator

  • The Problem Solver

  • The Communicator

  • The Decision Maker

The Storyteller

The first and most important role is The Storyteller. This covers every aspect of Visual Communication, and is the primary function of the Game Artist. It basically means to take an idea, an emotion - basically any kind of information - and express it visually. A Game Artist has to be an expert in using things like shape, colour, composition, lighting, iconography to create something that is understood by the Player easily, quickly and without misunderstanding.

  It's all about the transfer of practical and emotional information.

Visual Communication; the message to be carried to the Player.

    This sharing of information is essential. After all, to make a game fun to play, it has to be enjoyable to interact with. The user interface and the in-game world has to be clear for the Player to understand and effortless to navigate. A Game Artist will be keenly aware of this and constantly ask the question:

“Will what I do increase the value for the Player?”

 

   The wrong use of colours, badly designed lay-outs or icons, bad lighting, the wrong lettertype, etc. all can have a detrimental effect. Choosing the wrong art style can actually ruin what would have otherwise been a successful game. Statistics like Age, Sex and Nationality will have a huge impact on the success of a game: About 44% of all players worldwide are over 36 of age! About 46% are women! The biggest game market in the world is China. Also, mobile games has the largest segment of players in the world, not PCs or consoles! So, it is crucial to build a player profile right from the start of the project.

 

"Know your audience!"

Instead of just sitting on their butt and always focusing on nothing but producing the latest asset that's requested, a Game Artist will:

  • Have a clear and complete understanding of the game: The theme, story, gameplay, features, etc.

  • Know precisely the information that needs to be conveyed to the Player.

  • Know the target audience.

 

   Available tools are: Research companies, data from similar games (App Annie), marketing tests and A/B tests. All major decisions that will be made should have the player profile in mind.

The Creator

   The Creator is the next essential role of the artist. It covers all aspects of Technical Expertise and Technical Skill. Technical Expertise simply means all of the tools a Game Artist is familiar with, i.e. knowledge of various Software (2d and 3d software, game engines, but also project management tools like Trello, Ftrack, Pivotal Tracker) and Hardware (Tablets, computers, mobile devices, 3D scanners, etc.). Technical Skill refers to the level of proficiency in the use of those tools: The ability to do 2d art, 3d modeling, texturing, rigging, animation, FX, etc.

   Both expertise and skill combined form the vehicle that allows the Game Artist get from initial idea to finished asset.

Technical expertise & skill are the vehicle carrying the message.

   Increasing your technical expertise and skill means increasing your speed and efficiency. It will make it easier to deal with new challenges that might occur, like adjusting to the demands of new production processes, sudden changes in the scope of the game, or the unexpected illness of a team member. Secondly, different tools and processes influence the look and feel of the art, which can change its impact. Finally, it is very important to understand that everything is connected:

  • Being a good 2d artist has an impact on 3d skills: Being able to draw and concept (and able to apply all of the basic rules of art) will push the quality of the 3d art forward. There will be times when 2d art and graphic design form an integral part of the 3d model.

  • On the other hand, knowledge of 3d has a fundamental influence on 2d art. The ability to understand complex shapes, lighting and shaders will improve drawing and rendering skills.

  • Familiarity with animation and movement improves the expressiveness of character poses and help with positioning vehicles realistically.

continue to part 2
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