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A presentation I gave at the New England Institute of Art on what an artist straight out of school needs to be successful in the game development industry.
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Succeeding in Game Development
Tools for Success
Who Am I?
• Born and raised in The Bronx, NY• CMU SCS 2008• Interned at EALA on Medal on Honor
Airborne• Worked at Demiurge Studios for 2 years• Started Ananse Productions in
November 2010• No Art background!
Today’s Talk
• Not how to get a games job• Things you should know to be
successful• Ask questions!
Three Models - Large
• Given very specific jobs• Can deeply specialize• Managed by another Artist
Three Models – Medium
• Less specialization• More cross-pollination amongst
other disciplines
Three Models - Small
• Jack of all trades• Talking directly to other disciplines• Probably working remotely
Focusing on Small
• Most of my experience• Prepares for all other levels• Feel free to ask about other models!
Source Control
• Stores different version of files• Makes it easy to share files with rest
of team
File Layouts
• Relative Pathing• Learn where files should go• Be able to easily find artwork
Test In Game
• Catch a lot of feedback yourself• Flag down things that slows down
your process
Moving Target
• Requirements change all the time• Try to shield yourself from wasted
work• Understand sketch vs. final product
Task Management
• Keep track of what to work on when• Double check (at least daily!)• Much more important in Small
model
Working Remotely• Face time in the start is important• Co-working became our most
productive days• Emails can hurt more than help
Working Remotely
• Reference photos, image sizes, formats and filenames
• Waiting for email wastes time
Feedback from Non-Artists
• You see a masterpiece• I see a pretty lady
Feedback from Non-Artist
• Get used to feedback from non-artists
• Drill pass the suggestion and get to the reasoning
• Bad feedback: “Use a circle instead of a square”
• Good feedback: “That should be a circle instead of a square because I think it offers more variation”
Feedback from Non-Artists
• Feedback isn’t questioning your skill• Things are never right the first time• Make sure you have a clear idea of
what needs to be fixed
Team Communication
• Engineer: if( hungry ){ eatDonut(); }
• Producer: We need to eat to stay on schedule. There’s no external dependencies on donuts since they’re already here.
• Artists:
Team Communication• Everyone communicates differently• Picking up a little of others lingo
really helpful
Summary
• If anything’s unclear ask questions!• Manager’s can’t read minds. Keep a
two way dialogue
Jen’s Corner
• Jennifer Kanis, Stem Stumper’s Artiste Extraordinaire and NEIA alum
Q&A
• Question time!