|
|
|
View previous topic :: View next topic |
Author |
Topic : "Your Dealings With Art Directors?" |
Lunatique member
Member # Joined: 27 Jan 2001 Posts: 3303 Location: Lincoln, California
|
Posted: Wed Mar 28, 2001 9:45 pm |
|
|
I'm about to start my first art director job at a game developing company, after a little over two years of working as texture/concept artist(I was a comic book creator/freelance illustrator for 8 years before I got into games), and I would love to hear some of your advice/experiences/comments about art directors(what you liked/hated about the ones you've worked with). I've worked with great ones, and ones I wanted to slap silly most of the time, so I'm trying to prepare myself for this new position so no one will want to slap me. . ..
|
|
Back to top |
|
faustgfx member
Member # Joined: 15 Mar 2000 Posts: 4833 Location: unfortunately, very near you.
|
Posted: Thu Mar 29, 2001 4:04 am |
|
|
one thing about art directors.. they could do some work at times themselves too instead of just delegating everything to everyone else, even if it's their fucking job.
another thing about art directors is that they should know every software used in the house 100% inside and out and be able to answer and do everything if needed.
that's about it.
------------------
sky high with a heartache of stone you never see me 'cos i'm always alone/ministry
the law of lead now reigns!@#!/earth crisis
[email protected]
icq#35983387
http://faustgfx.0wns.org
webcam trend |
|
Back to top |
|
-- Transcendent -- member
Member # Joined: 12 Nov 2000 Posts: 251 Location: Somewhere, Sometime, Somehow
|
Posted: Thu Mar 29, 2001 5:39 am |
|
|
Art directors are as varied as spieces themselves - pray you get a good one |
|
Back to top |
|
Bradford Guest
Member #
|
Posted: Thu Mar 29, 2001 6:08 am |
|
|
Perhaps what faust said.
------------------
[email protected]
icq:3704871 |
|
Back to top |
|
JonHarris junior member
Member # Joined: 26 Mar 2001 Posts: 2
|
Posted: Thu Mar 29, 2001 8:22 am |
|
|
Share project info. Bugets, deadlines, client expectations, etc. You'll have to build trust if you're serious about creating a team. It sounds obvious and cliche but I've had tons of managers and directors who think the only way to motivate is with money. This works far a while but in my experience the best path to long-term motivation is with respect. Good Luck. |
|
Back to top |
|
faustgfx member
Member # Joined: 15 Mar 2000 Posts: 4833 Location: unfortunately, very near you.
|
Posted: Thu Mar 29, 2001 8:48 am |
|
|
our art director is one of the founders and big honchos and so forth so it's all good in that front. although he moved to programming and managing programmers' and us graphics niggers are on our own now, which doesn't really matter since we work pretty well as a team and have no trouble running the show by ourselves.
------------------
sky high with a heartache of stone you never see me 'cos i'm always alone/ministry
the law of lead now reigns!@#!/earth crisis
[email protected]
icq#35983387
http://faustgfx.0wns.org
webcam trend |
|
Back to top |
|
Frost member
Member # Joined: 12 Jan 2000 Posts: 2662 Location: Montr�al, Canada
|
Posted: Thu Mar 29, 2001 9:06 am |
|
|
No matter what you do in life, if you're in a superior position than others, some of those others will always spit on you, no matter how great you are. Others' envy, jealousy, disrespect, and ego will always wait for you to screw up the tiniest thing to let the world know. (That's what you should be prepared for (in my oppinion) no matter how good you are. If you're in your 40's and command respect and authority by figure, then people have less of a problem with that.) |
|
Back to top |
|
v1510nAry member
Member # Joined: 31 Dec 2000 Posts: 611 Location: London , England
|
|
Back to top |
|
faustgfx member
Member # Joined: 15 Mar 2000 Posts: 4833 Location: unfortunately, very near you.
|
Posted: Thu Mar 29, 2001 11:47 am |
|
|
tough. i can edit it to graphics whiggers or graphics honkeys if you want.
------------------
sky high with a heartache of stone you never see me 'cos i'm always alone/ministry
the law of lead now reigns!@#!/earth crisis
[email protected]
icq#35983387
http://faustgfx.0wns.org
webcam trend |
|
Back to top |
|
rdgraffix member
Member # Joined: 21 Jul 2000 Posts: 299 Location: Australia
|
Posted: Thu Mar 29, 2001 4:11 pm |
|
|
Treat the people under you as just that - people. They shouldn't just be a resource. If you take the time to learn about them and form friendships, they'll respond a lot better - especially when you inevitably have to demand things that they think are picky, pedantic or out-and-out wrong.
Oh, and have respect for their work and abilities. ALLWAYS congratulate and encourage good work. You'd be surprised at the response to 'Just do your best, I know you'll come up with something fantastic.' . It makes them feel challenged and appreciated.
I know all this sounds basic, and it is. But it's all to easy to forget amidst the stress of making sure everything comes together into your vision. A friendly personality will take you a long way.
------------------
- rowan dodds
RD Graffix |
|
Back to top |
|
burn0ut member
Member # Joined: 18 Apr 2000 Posts: 1645 Location: california
|
Posted: Thu Mar 29, 2001 4:17 pm |
|
|
Make sure its a fun work place :P
heres a dope book i got a week ago, called
"How to get ideas"
by jack foster
|
|
Back to top |
|
Flinthawk member
Member # Joined: 14 Oct 2000 Posts: 415 Location: Los Angeles
|
Posted: Thu Mar 29, 2001 5:47 pm |
|
|
To start, congrats on the job man. Hope it works out well for you.
To add to the conversation I'd begin by elaborating on what faustgfx said about doing work yourself. As someone who's held various leadership positions I've come to believe that it's very important to get in and do some of the work yourself, to occasionally, at the least, work side by side with your personnel and show them you're not afraid to work...that you're not giving them their tasks simply because you don't want to do them. Basically, when I'm in a position of leadership I prove to my team fairly early that I won't ask anyone to do anything that I wouldn't do myself. It'll build your respect for them and their respect for you.
That said, it's important to be able to delegate tasks intelligently...get to know who you've got working for you, what their strengths/weaknesses are, and assign tasks accordingly. Occasionally give tasks that aren't along the lines of their normal work to keep them on their toes and to help them develop as more rounded artists (unless they really want to be pigeon-holed). Encourage development on different skills so that they'll be more of an asset to the team. If one goes down there should be someone there to pick up the slack.
Have a vision and even more importantly, communicate it! You're an artist...you should be able to find a way to do so. But you need to make sure that as soon as possible you nail down a destination, one unified look at what you want the end product to be...i.e. don't piece-meal the vision and hand it out in little pieces so that nobody but yourself has a clear image of the whole. If you can't communicate this vision (I've seen your stuff, I'm sure you can) then sit with a concept artist or get the whole team in on brainstorming looks until one is found and then elaborate and refine it.
There's much more I could go into but the last thing I'll mention here is that you should have a fairly clear indication of a schedule lining out how long it'll take to do certain tasks and which tasks are dependent on another, when they need to be done for programmers, etc. Doing this is the norm but what I find important about it is that it let's you lay out what needs to be done and when so that you can delegate tasks appropriately as well as allowing people on your team to look ahead and maybe take initiative and clear away some minor tasks when they have extra time to do so. I'm that kind of person that likes to look ahead and start grabbing some tasks to practice other skills or just to simply help the team but I find that impossible to do if I have no idea what's on the horizon.
Hope that helped any, some or all of it may be common sense but I'm sure that most people have run across people that don't have any common sense =P These are just a few things I'd like to see in an Art Director as well as ideas that I'll be keeping in mind should I ever attain a Director position. Good luck on the job!
-Flinthawk |
|
Back to top |
|
Lunatique member
Member # Joined: 27 Jan 2001 Posts: 3303 Location: Lincoln, California
|
Posted: Thu Mar 29, 2001 11:11 pm |
|
|
Than you! Awesome advices and ideas. It's so great to hear this from fellow artists who are in the indutry. I definitely took notes.
Here is another question:
When I was offered this position, I thought the company made a mistake, since I'm primarily a traditional artist, with limited experience in 3D modeling, and practically no experience in animation. The only things I'm well versed in with 3D is painting textures and applying them in MAX. I've done basic modeling in levels(props, terrain), but no character modeling. So, basically, I said, "you've got the wrong guy."
They told me that I AM what they want: someone who has strong traditional skills, game experience, and exhibits ability to create worlds(especially my experience as comic book creator). It doesn't matter if I'm not some 3D guru; they have 3D guys already.
Over the past two years, I was under the impression that art directors are supposed to be great traditional artists(or with strong artistic sense), AND a 3D guru. But, only recently, since talking to this company, I found out that not all gaming companies feel that way(for example, at Angel Studios, they PREFER their art directors to not know ANY 3D, so they can concentrate on art directing. I think that's too extreme; the art director should at least know SOME 3D so they know how to talk to staff artists).
So, after finding this out, I thought, "maybe I AM qualified for this job."
Anyways, what's your take on this matter?
[This message has been edited by Lunatique (edited March 29, 2001).] |
|
Back to top |
|
faustgfx member
Member # Joined: 15 Mar 2000 Posts: 4833 Location: unfortunately, very near you.
|
Posted: Fri Mar 30, 2001 5:04 am |
|
|
if it pays well, does anything else matter? you've got the wrong attitude there, it's just a dayjob.
------------------
sky high with a heartache of stone you never see me 'cos i'm always alone/ministry
the law of lead now reigns!@#!/earth crisis
[email protected]
icq#35983387
http://faustgfx.0wns.org
webcam trend |
|
Back to top |
|
-- Transcendent -- member
Member # Joined: 12 Nov 2000 Posts: 251 Location: Somewhere, Sometime, Somehow
|
|
Back to top |
|
henrik member
Member # Joined: 26 Oct 1999 Posts: 393 Location: London UK
|
Posted: Fri Mar 30, 2001 8:53 am |
|
|
Good luck on your new job as an Art Director!
My only comment to this is to always remember to keep both feet on the ground. (Is that a correct expression?) What I mean is; don't let the new position get you all messed up mentally. Be nice. Try to get the people to like you.
I've met a few Art Directors (most of them) that are completely impossible to deal with. They think they know everything about everything. And they probably started out with texturing or modeling or whatever a few years earlier.
So what I'm trying to say is that if you are able to get the people to trust you, you're so much more worth than If you just knew 3D... 3D can be learnt in a few months. Being able to communicate (nicely/positively) takes a lifetime.
http://go.to/penk |
|
Back to top |
|
Awetopsy member
Member # Joined: 04 Oct 2000 Posts: 3028 Location: Kelowna
|
Posted: Fri Mar 30, 2001 9:12 am |
|
|
My Art Director is a great guy. Hes super involved in all the projects and he's really easy-going.. So as an art director just be easy going. You still need to lay down deadlines. But I think what my Art director does is he tends to give his a superiors a projected project completion time thats a little longer than the project will actually take. That way the artists themselves arent worked too hard and are more comfortable with the job they are doing cuz they dont have to grind there tablet pens down. Of course that doesnt work in every case but It seems to work for my art director. And its great for us "lackeys".
Honestly make your artist feel comfortable in their job. thats whats gonna score you the brownie points.
hope that helps dude..
and good fortune in the new position, Im sure you'll do great.
------------------
Freeze, This is a holdup!! Give me all your Talent!!! |
|
Back to top |
|
Emmanuel junior member
Member # Joined: 18 Jun 2000 Posts: 11 Location: Homburg, Saarland, Germany
|
Posted: Sat Mar 31, 2001 3:29 am |
|
|
Hi,
this is a cool thread, indeed, so I have to add my 2 cents, too.
Basically, as an art director Your greatest treasure is the team You are working with. If things become unfriendly and out of control, the team will become less effective which leads into a viscious circle.
Be open. Answer questions for as many times as they have been asked.
Keep written documents and update them regularly (i.e. every day) so that everybody can look at the WHOLE at any time.
Delegate. If someone has a certain strength, use his strength to strengthen the others.
He will become more self confident, the others will reckognize that their art director takes them seriously and oberves their progress.
This will both lift their morale and let them become better.
Talk seriously. Tell them the truth. Be constructive on their work.
The art director (in my humble opinion) must NOT know all the software inside out. he has to have a good basic understandment of the techniques and ideally has done the work for years before he became the supervisor.
Art directors with good portfolios will naturally get the respect they need.
And also: work hard as uasually and work with the others, best in a big office, don't separate Yourself.
You are the mother goose, not some holy prophet in a sacred ivory tower.
And just be Yourself, stay the buddy they can kid with
That'll make a great team and a great coach, just like in sports
The "baseball approach" is still the best, I guess.All for one, and one for all.
We're making games, after all, not stock market deals
Later,
Emmanuel |
|
Back to top |
|
marc_taro member
Member # Joined: 27 Sep 2000 Posts: 128 Location: Boston
|
Posted: Sat Mar 31, 2001 11:40 am |
|
|
Lots of good comments in here....I'd add the point to make sure you work hand in hand with your lead programmer and your producer.
You don't want to end up having to go back to the guys and tell them "redo time guys! the file format is wrong"...or, "too many polys..." or whatever.
It's important to get real data from the programmers about specs, and if they don't know, do tests and establish limits. Don't ever go too far without real, tested, limits. Even if your schedule seems to demand it. Take your time and consult the others so you don't have to re-do for non-artistic reasons. Having to cut quality out of models to fit them into the game is probably the most depressing thing you can ever do to a modeler.
On the producer side - find out for real what the budget and timelines are. You do not want to start a masterpiece and find out the boss only wants to pay for a thumbnail. That's why so many guys are in crunch time! The art director wants a kick ass game (so does everyone) so he shoots too high! Don't plan 40 levels if you only need 10, bla bla you get the point. Doing as little as possible, VERY DAMN WELL is probably a very good strategy. (HA lol. Look who's talking - do what I say don't do what I do! our games are monsters...) but good luck man!
marc_taro
|
|
Back to top |
|
travis travis member
Member # Joined: 26 Jan 2001 Posts: 437 Location: CT, USA
|
Posted: Sat Mar 31, 2001 11:59 am |
|
|
hey Lunatique,
don't sweat it too much, you obviously care about what you're doing and how you affect the people you work with so you'll be great. |
|
Back to top |
|
Lunatique member
Member # Joined: 27 Jan 2001 Posts: 3303 Location: Lincoln, California
|
Posted: Sun Apr 01, 2001 12:33 pm |
|
|
Thanks so much, you guys!
I love it when a thread is constructive and meaningful like this one. Truely helpful and makes me grateful we have a community like Sijun here.
I'll definitely try my best, and hopefully not make too many mistakes along the way.
I'm a true believer in that liking the people you work with is the most important and basic part to any job. Without that, everyting will probably fall apart eventually. So, basically, I'll go to work with a smile on my face, keep the project schedule in mind/watching out for practical results of the actually gameplay in the engine, care about my co-workers, learn as much as I can about the softwares we use, assign responsibility according to everyone's strength, while keeping them inspired/feeling rewarded, and maintain open communication with lead programmer/producer/designer. Oh, and periodic horsing around with the guys/acting goofy as it is expected of us gaming weirdos.
Did I miss anything?
Once again, thanks for all the wonderful advice. I'll be starting my drive across the country today, and hopefully arrive at my new job in a few days. |
|
Back to top |
|
Zaphod member
Member # Joined: 26 Jan 2000 Posts: 81 Location: Sweden, G�teborg, Partille, S�vedalen :p
|
Posted: Sun Apr 01, 2001 4:29 pm |
|
|
You'll probably never read this, since you're busy traveling.
But always remember that when you're in a leading position and you give someone responsibility for a task. You're ALSO giving them the Right to fail that task! It's what often separates good leaders from bad ones. So if someone does fail their given task, it may not only be their fault -but also yours. Since obviously this person shouldn't handle that kind of responsibility and you should've seen it coming. Because it's your job to direct those people. Also keep yourself updated at all times (so you can avoid the scenario above).
The rest have pretty much been said.
------------------
/magnus
http://www.designmodule.com |
|
Back to top |
|
frostfyre member
Member # Joined: 20 Feb 2001 Posts: 133 Location: Boulder, Colorado
|
Posted: Sun Apr 01, 2001 10:34 pm |
|
|
Another late comer to the thread. Congrats on your new post! I just wanted to mention that earning the team's respect is totally the #1 thing you can do. Don't be afraid to learn from them, as well as teach them. And never be afraid to hire someone better than you are! It seems like you've got a pretty good list f advice here already, but I wanted to emphasize these points. I got thrown into the team leadership schtick, and desperately wished there was a manual for cat-herding I got lucky- I'm honest with the team, their honest with me, and they all give it everything they've got. In the end, that's the best thing you can ask for in a team.
I'm sure you'll do great- what game is it for (or can't you say?)
Good Luck, and have fun!
Frostfyre |
|
Back to top |
|
Lunatique member
Member # Joined: 27 Jan 2001 Posts: 3303 Location: Lincoln, California
|
Posted: Wed Apr 04, 2001 2:43 pm |
|
|
Man, I just drove across the country... and GODDAMN, I've got stories to tell(in the Random Musings section).
Well, I'm at my new job now, and all seems cool so far.
Thanks for all the advice again! You guys are awesome. |
|
Back to top |
|
Seeg member
Member # Joined: 22 Dec 2000 Posts: 58 Location: Orem, UT, USA
|
Posted: Wed Apr 04, 2001 11:32 pm |
|
|
Good luck with your new job.
As an Art Director for the last 5 years with Saffire, I will share a few things that I have learned.
1. You have got to have your peoples respect.
2. Surround yourself with the best artists you can find. They will make you look brilliant.
3. Remember to give compliments when appropriate and critiques that are honest. Don't bullshit your artists.
4. The artists work "with" you and not "for" you.
5. Keep your skills up.
6. Be an exceptional listener. You will be faced with many personel matters that have nothing to do with art. When the phone rings and you have someone in your office, the living breathing voice comes first.
If you have any questions, don't hesitate to e-mail me.
Don
[email protected] |
|
Back to top |
|
Loki member
Member # Joined: 12 Jan 2000 Posts: 1321 Location: Wellington, New Zealand
|
Posted: Sat Apr 07, 2001 6:12 pm |
|
|
Congrats on your new job. This is still an interesting thread.
Having been through a few art director experiences myself and having worked with and under lots of art directors these points are how I'd sum up my experiences:
* Communication. Most important point. You have to be able to give any person on your team directions. And that will vary from artist to artist. With some it's "You know what I mean ...", wink, wink, nudge, nudge ... wirth other ones it's a little bit more complicated. Especially with artists that see the whole thing as a job, are burnt out, are not very talented, etc. - this is where you can shine. Because everyone is part of your team.
I usually don't give people stuff like "Change that little red square in the upper left corner. Give it 17.5% more green, move it 23 pixles to the left ... etc ..." - what you're doing with that is you change them from an artist into your remote controlled wrist. The artist will lose all the fun, and stop thinking for themselves, because no matter what they do - you come around and say it's all wrong, because they put 16% more green and moved it 28 pixles.
What I usually try to do (and hardly ever succeed), is something I observed a really experienced VFX supervisor doing: he doesn't give you the specific direction, he introduces you to the enviroment. He gives you all kind of background information and tells you a little story.
With that background, you as an artist can basically solve problems on your own. "Hmmm - what color should the roofs be ... hmmm ... oh - he said that there's a lot of iron dust falling down from the factories above - so I'll make them rusty-red" ... you get the point. It's not always appropriate to take this approach - it depends on the kind of task - but if you can, do it. And of course - not all artists will respond to this - but that's what makes the job so difficult.
* Your'e "Dad".
You're the father of the team. What I mean with that is not to treat them like kids, but:
Take care of your artists. Get them what they need. If you see problems between your team-members, use good judgement and solve it by a conversation if possible.
Don't betray them! I have seen that before: The client comes by and sees something he doesn't like, and the art director says:" Siiigh - that's Henry, he's never doing what I say ... etc." (that's a harsh example)
If you do some thing like that, you won't look good yourself and that person will hate you and be the first steppingstone to your demise.
Present your artists as a 'unit' with you as the head. If something goes wrong, take responsibility, because that's your job.
Present them individually if they achieve something great ..."Henry did this - he's awesome!"
* Don't take credit for someone else's idea, just because you're the art director - that's a sin and you'll burn for it
* Don't art direct things that don't need direction. Stay out of other people's / directors areas.
* Mention positive things first. Nothing takes the wind out from under an artist's wings better than completely ignoring that he/she slaved all night long to create the whole image beautifully, just to hear you not liking 'that little weird area in the lower right' or whatever little unimportant mistake pops in your well trained eye.
Sometimes they're not finished. And sometimes it helps to not even mention it - it'll disappear by itself.
Also - good thing to start with an artist is what they themselves think about what they have done - sometimes you don't have to mention it yourself - they will tell you their mistakes, which makes things a lot easier.
* Be gentle. Always. Just when you're really cornered, you can pull the Desert Eagle and fire a well-aimed shot. BUT, being harsh and pulling rank should be the very last measure. Think very well before you do it - it may compromise your whole team.
* You have to EARN RESPECT. You cannot force someone to respect you. Or, just because you're the art director, doesn't mean the 'respect-switch' automatically flips to 'ON' on every member of your team.
Earn it.
* If you made a mistake - go, apologize and talk it out. Nobody is perfect - you are allowed to mess up too. And so should your artists too.
* Be honest - if you don't know too much about 3D - you can tell your artists (in a way that they are not invited to bullshit you with technical blabla when they don't want to do somethinfg) and immeadetly get a little bit acquainted with 3D ... they might even help you if they like you
Phew! Hope that helped. It's also just my opinion of course ... AND - I came to those conclusions after failing a couple of times ... so, I'll keep my post and when I should supervise again, I will read it every morning before I go to work ...
[This message has been edited by Loki (edited April 07, 2001).] |
|
Back to top |
|
Lunatique member
Member # Joined: 27 Jan 2001 Posts: 3303 Location: Lincoln, California
|
Posted: Sun Apr 08, 2001 2:57 pm |
|
|
Man, I'm loving this! All this helpful advice. The thing that sucks is that even though any reasonably intelligent/wise person can sit down and name all this stuff, but it's hard as hell to actually execute it on the spot when things happen at work. I guess you just have to be on the lookout for trouble. . .. |
|
Back to top |
|
Loki member
Member # Joined: 12 Jan 2000 Posts: 1321 Location: Wellington, New Zealand
|
Posted: Sun Apr 08, 2001 5:38 pm |
|
|
You got it, Loonie
It's easy to preach (look at my post), but at least for me those things are really hard to implement - never give up, I guess & it gets better with experience.
One addition: No - I don't think an art director has to know 100% of the software ... an AD has got different agendas to deal with. But, hey, it's a huge benefit if he/she does ...
|
|
Back to top |
|
stneil777 member
Member # Joined: 02 Apr 2001 Posts: 418 Location: san jose california usa
|
Posted: Sun Apr 08, 2001 7:50 pm |
|
|
Niggers meaning slaves right.
graphics slaves or in contruction working they call you gofers |
|
Back to top |
|
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|
Powered by phpBB © 2005 phpBB Group
|