One of the hardest part of my past job at Sony was managing multiple art directors over multiple games, all with different personalities, culture, and styles. Not to mention each game was completely different then the others. There was an article on Gamasutra that was passed on to me by a peer that really helped me stay motivated and work through some tough situations I found myself in.Wanted to share and hope it helps!
Art Direction: A Touching Story
Art direction is the communication between an original designer and the executor of the design. It's not the design process, and it's not the final design's execution. This month, we'll peek at the perils and delights of game art direction.
For example, let's say you want a portrait of your pet lizard. Your idea is to put the lizard on a nice branch with a desert scene as a backdrop (that's the design). You hire a professional photographer to actually take the photograph. You spend 15 minutes explaining how you want the shot to look and drawing a simple layout sketch (that's art direction). The photographer sets up the shot, takes some prints, and shows them to you (that's art execution). You provide criticism and ask the photographer to retake the shot (that's art direction).
Now that we have an idea of the scope of art direction, let's look at how it works in the game industry (obviously, this is a fictional story).
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