It is the first time that I working as an
artist in the team. So I did learn lots of valuable lessons on this semester.
1. It's important to communicate with team
members especially producer or director who responsible for art
part.
The best art asset is the one that fit for
your game theme most. Make sure you got "key word" right. In other
word, you need know what kinds of art style that the team really wanted through their
description or picture. Double check art style that you figure out in your
brain is the same one that director willing
it to be. Because it is fact that different
people have different understanding in same word and concept. Take our project
"Vinyl" for instance. We have a meeting after IGF to discussion
and changing our art style. On the meeting, they knock down a key word
"Night Club" for new art asset. So I scratch out this skirt and high
heel shoes for fitting the night club style. Because my
understanding about girl (Character) in night club is equal to sexy
and attracting.
However, it turns out that they want the
night club environment not the character style. They want neon and shining
light as night clue theme but a character which have decent suit fit for the
boarding sports. (This conclusion is made after lots of
communication)
And finally I have balance their ideas and
built
out a character fit boarding, night club, and music style.
2 It's
hard to make everybody happy on one art asset, it may be a good idea
to give them some tiny choices.
That is a trick which I learn from
my mentor Mark. I do remember
that he always ask me to show the character to team with three detail changed, Like changing
hair color, tattoo style, tattoo position or something else.
"People are wired. They always want this or that and......"
"People are strange. They always have lots of different opinion and
ideas". Above two conversations was given one by other artist in our team
and the other was by my mentor. Yes, people have different of opinion about beauty
and fairness. It's inevitable that someone in your team may dislike your work.
But if your give them some choice to combine their preference. We can optimize
negative opinions and comments at some extend.
3 Get
some buy off when you are working.
It's easy to understand this one. You can avoid
changing details or even the whole thing again and
again.
4 Put you
art assets on the game earlier.
You may experience some unexpected
problems or visual changing when you put you assets from art software to game.
In my case, three big issues happened in this process. First
time is when I totally done the mesh, I gave it to engineers to put it on the
game then I found lots of detail that I working so hard on it cannot be seen on
the screen. Like tattoo and fingernail:
Second, when I finish two animations
and gave them to Jason K (Lean from previous mistake I just try two and asking
him to put it on see what it would like.) .....Just as my concern, since they
have shrink down the character, it's hard to see some motion animations since I
made them based on full size and real life motion style. So I have to rebuild
some new animations that exaggerated a lot.
Last one is lots of formats
detail and animation detail between Maya and Unity and stuff that I need
working with engineer to solve it.
All in all, the earlier you
put you art asset in your game , the more time you get to solve unexpected
problems and get know what kinds of parts you need focus on working
process. It is very important in working efficiency and making you model
and animation perfect fit in game.