Art Development & Art Team Structure Discussion
Nov 4, 2018 1:58:54 GMT
jysaw, cloudnixus, and 1 more like this
Post by finalbattel on Nov 4, 2018 1:58:54 GMT
Hello, finalbattel here. :-)
As far as game development and Art Team/Art Assets go, I have had experience with both as a concept artist as a Character Illustrator & Environment Illustrator, sprite art & animation as an, and have been Art Director/Art Lead as well as for two different videogame projects.
Since there has been a lot of talk in the Discord about which direction to go in as far as the concept art and actual in-game graphics are concerned, I will provide my input/previous experiences with certain team structures and the handling of art assets, along with my personal opinion at the end. Hopefully this can help in figuring out the best course of action as far as art creation is concerned.
The TL;DR question, as blunt as it may be, is this: Quality or Quantity?
In reality it is one or the other. It's not often that you happily end up with both, even when working with "industry professional teams," unless there's an absolute boatload of time on hand. (Though it would be totally great if they went hand in hand more often!)
Here are the two main types of teams I have worked with in regards to art and asset creation when there were multiple concept artists.
The "Everyone Contributes A Thing" Team.
It is as the bolded says- everyone contributed a thing that ended up as being the "final proof." I want to note that the only times I personally have experienced this is when making a small game outside of the "industry," and there were about fifteen artists for a game that definitely did not require that many artists. But I digress.
There are positives and negatives to this.
Positives:
- Everyone contributes in a more or less equal manner.
- Everyone's art is exactly as they drew it when the consumer/player sees it.
- You run into less "Hurt Feelings." (Though not always... which will be covered next.)
- The quality of the art varies wildly which has a negative effect on the end product looking "professional" or not.
- Things can end up taking way longer moving along because you are relying on a whole lot of people to get what is genuinely very critical work, done.
- Toes get stepped on. Fairly often. Someone does something that someone else wanted to do, or thought they were going to do, and then accommodations need to be made to placate people, or people get in cat fights.
The "Pyramid" Team.
Calling it a "Pyramid" because no other word comes to mind and this paints enough of a picture.
Essentially, if you are working with multiple artists (especially of varying skill levels/experience levels) and you want them all to be able to contribute in one manner or another, you can have multiple artists contribute designs and concepts, but then have the Art Lead create the finalized concept art utilizing elements from the other artists.
There are positives and negatives to this. Though in all honesty- this is the most straightforward way to go about art creation with a blended team, at least in my experience.
Negatives:
- This does add work onto one person's plate.
- Sizeable changes could potentially be made to designs from initial concept (artist 1) -> final concept (artist 2) which may upset artist 1. (Though generally there would be communication about this beforehand to try to mitigate/avoid hurt feelings.)
- Delays caused by only one person doing final art- so it should be someone that has time for this and is comfortable with such a task.
Positives:
There are of course things that could be added to both of those team types and to each of those lists. But I kept it to three points per just to keep it concise.- One person is making the finalized artwork for consumer "consumption"/viewing- creating a more cohesive and professional image for the potential player.
- In the case of those who have less experience with art, it gives them the opportunity to see one of their ideas still being used/"brought to life."
- Since someone else (or multiple people) are doing the initial ideas for designs, it makes it easier for the lead artist to make the finalized art since half of the process has already been completed. So though it does come down to one person on the final art, at least a sizeable portion of the process would not necessarily be on them.
From my own personal experience as a game/concept artist: I highly preferred "The Pyramid Team" layout over the "Everyone Contributes A Thing Team" layout.
Reasons why include things outlined in the bulleted lists. Those are all things I have experienced/have seen happen during my time working on different games that had more than one "concept artist." That way those involved have a voice but said voices are condensed down into one solid, cohesive looking product/portfolio in the end.
The other thing is how long would people be able to join up as a potential "artist" or otherwise. Were there any thoughts on this already?
Also, depending on the scope of a project or the experience/skillset of an artist, there might be one final concept artist for one thing (say monster and/or character design) and one concept artist for another (environment design or otherwise). I have also experienced this as well (in my own personal case with that, I ended up being "Character Designer" where I did characters and some summons, and a colleague was the "Monster Designer" where she did monsters and some summons).
^ Though with this, it also depends on the absolute scope of the project as well as what all an artist can do/will do/has time to do.
For example: A game like Fire Emblem: Sacred Stones required a lot less than, say, Final Fantasy XV, because of the platform and scope of the games.
Golden Sun had a handful of artists, but still two main final designers in regards to creature concepts, from what I can see. One for Character design and the other for Monster design. There was an overarching "Graphics Director" as well (that being Fumihide Aoki).
With all this said, hopefully this springboards some idea for discussion on how concept art should be handled. :-)
Actual in-game assets/sprite work is another beast but is generally the same idea, though perhaps that is better suited to have its own topic.
Definitely share your thoughts guys. Or any questions you've maybe got, I'm here to answer anything that comes to mind to the best of my ability.