As the title may suggest, while not being QUITE the same as a movie director, art directors for games aren't that that different from one another. (well why else would I have titled the blog entry that?!)
Steven Spielberg has to explain to his actors EXACTLY how he's envisioned the scene and has to describe EXACTLY how he wants Tom Cruise to say that particular line. Sets have to be designed to spec and camera angles are set up in a way that Mr. Spielberg has decided is the best for that particular chase or conversation.
An art director for a game would have a similar job. The director would have a team of artists to do his bidding, the size of the group would depend on how much work the game would need and how much moolah the company has to spend. The director would have to share his vision for the game through an art style guide, and storyboards. This guide would detail polygon limits, the look of the objects and characters within the game and so on. This would basically mean that the entire group of say, thirty artists, would all be producing work that would have the same style. This prevents the varying styles of the artists clashing, preventing the game from looking mis-matched.
It would seem that a fair amount of problem solving would be needed to be an art director. You could have a large team of artists under you and if something, somewhere didn't look right, it'd be up to you to find what it is and sort it out.
Team skills would also be a definate must for this area too, mix this with some discipline/incentives then you're on to a winner.
I do feel that being an art director would be a very high-stress job due to the huge pressure that's placed on your shoulders by producers, deadlines and such...plus it doesn't seem as hands on and fun as being a game artist.
Personally, I don't think I'd have the patience or ability to lead a team, atleast not now. However, It would be cool to have a group of peons at my disposal Some day...
Tuesday, November 28, 2006
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