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The Business of Art Direction:7 Critical Precepts.
Rick StringfellowExec. Art Director & EA Sports
Art Directing a game is not easy!Art Directing games is getting harder!
Because timelines are shorterPlatforms are more diverse
User expectations are growingThe range of skills required is increasing
So how do you increase your ability to succeed?
The Business of Art Direction
The Business of Art Direction
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2012 - Almost any platform!
FIFA Soccer
Madden Football
NCAA Football
NBA
NBA JAM
SSX
UFC
NHL Hockey
Tennis
NFL Blitz
Tiger Woods
+ Several New IP Titles
Each ‘Franchise’ can have many gamesWe make a lot of games every year!
FIFA
Approximate figures:
x 12 games = 2,700,000 data files in source.
= Millions of assets!
x 3 Textures per model
x 3 misc files
25,000 3D models
= 225,000 pieces of Source content
We’ve been building sports games for 20 years!
• Keep in mind that players appearance changes over time. • We evolve their image and store the changes.• For each cycle we branch and archive.
• It’s Millions of assets – per year!
Most Sports titles are on a 12 month cycle.
Typical game 2 yr dev cycle.
2011 2012
And that cadence is increasing with DLC
2011 2012
Working in at least 6 time zones!
With an average of 5 artists per game.And keeping the visual quality of 80+ metacritic.
Simple Solutions.
Big Game Small Game
Same rules apply!
1.Clarity
Visual Targets are the key to clear art direction.
• There should be only one visual TARGET!• Reference and concept art can be plentiful –
but it’s not the target.• Visual Targets should be put in the game if
possible.
2.Iteration
IterationReviewEdit
This process should be as fast as you can think!
BuildIntegrate
Feedback
Iteration is key to quality & efficiency.
• Fast enough to allow visual exploration.• Safe enough to allow experiments.• Should not require others to initiate.
3.Feedback
Feedback
Peers
Consumers
Visual
Feedback Timeline
Concept Phase
Entering Production Pre-Alpha
Feedback should be early and frequent. Not too late!
• Create your trusted group of reviewers.• Feedback should be honest.
4.Standards
Head 1.0, 2.0, 3.0….
Game A Game B Game C
Standards will change organically over time if not owned and maintained by a group or
individual.
Standard topology
Standards need to be maintained and upgraded to keep pace with technology.
• Formats• Methods• Vocabulary
5.Systems(Workflows & Pipelines)
Modeling
Texturing
Integration
lighting
Review
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• Make sure pipelines are complete – end to end.
• Systems are hard to build / maintain without standards.
• Don’t build systems as you build the game.• Before trying to outsource make sure
everything works locally.
6.Organization
Organization
1 2 3 4 5 6 7 8
Visual appearance of the Content
7.Services
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Always hire an expert!don’t try to do everything yourself.
• Audio• Motion Capture• Video & Post Production• QA• AV Support (Calibration)
Precepts:• Clarity• Iteration• Feedback• Standards• Systems• Organization• Services
Questions?