I'm currently building a "Art Direction Beginner's Kit" presentation.
It is aimed at new #artdirectors but also #gamedevs that are building a game and would like some help in organising this fairly big task!

** What would be your most pressing questions you'd like answered in this talk? **

Please boost for better reach and help :)

#gamedev #gameartdirection #artdirection #mentoring

@bl00dberri I know very little about the art side. But I've wanted to put together some pitches, and have no artists available to help.

Would/could this cover themes, reference material, etc? I'm shooting from the hip on this, not sure if it fits into what you're asking.

@ChadJessup Yes I do talk about this :)

Though I think the first installment will be a bit general since there is so much to cover. I'll think of a way to cover this with enough info, either with a second talk and/or perhaps accompanying material 🤔

@bl00dberri general is fantastic! I don't even have the vocabulary to ask the right questions.

I'd love to see what you end up with!

@ChadJessup Your question was already pretty spot on :)

btw I don't know if you've seen my first pres on treatment and medium but maybe it could already provide you with pertinent info :) It's archived on Youtube

https://www.youtube.com/channel/UCdoKlS7EiMWyJYQl-Fym76g

Geneviève Routhier

I'm Gen and I’ve been a #gamedev and #gameartist since 2003 both on indie and AAA projects. I've worked in almost every art related role (pixel art/chara modeling/concept/ui+ux/environments etc) and have also been in lead/director positions for a large part of my career. If you're curious, the most notable games I've worked on are, among several, Beyond Good & Evil 2, Assassin’s Creed Origins, Rainbow 6 Siege
. With those (few…) years under my belt I’ve arrived at a point in my life where I’m hoping to connect with more people, mentor newcomers in the industry, and also share and discuss #gamedevelopment + #gameart + #artdirection insights and key learnings acquired during my career ❤️ As for the content on this channel, it will revolve mostly around building an art direction for games, and related topics. While I do approach the topic from this perspective, the talksthemselves are broad & pertinent enough for anyone making games and curious about the art side of it all :)

YouTube
@bl00dberri oh! Got some YouTubes to watch tomorrow, thank you!
@bl00dberri Art direction newbie questions: How to guide artists so that it feels unified, even if their art styles are different? How to deal with different artists needing to draw the same character (my context is card games, this happens). How to build a unified feeling world even though there are multiple locations & some are cyberspace or fantasy/dream locations?

@ginevra I’ll definitely have to make a dedicated style guide presentation:)

But a quick answer for you is making moodboards that illustrate the range of looks that are wanted, and those that aren’t!

@bl00dberri I'm looking forward to it!
So far I'd like to know:
- What's the most common mistake ADs do in your experience? (both juniors and veterans)
- As someone from the AAA industry, how can those processes be adapted to smaller, indie teams (less than 10, or a solodev)
- The best advice you received as an AD?
- How do you find your next artist?

@bl00dberri - How do you choose your next artist? Common redflags, things to keep in mind, fluo green flags?
- What makes you hire an artist/expand your team?

Feel free to pick and chose haha, as a junior AD, it's not easy navigating between responsibilities x) Thank you a lot for doing that! (and also for the follow ^^)

@alcy awesome questions!! Scribbling all of this into my notes 😊😁

One easy answer: red flags, for anyone I might hire, is a lack of open mindedness and openness to feedback. I’d rather hire someone “good enough” who is curious and wants to get better, and continue learning and expanding their general field of knowledge, than a rockstar person who is set in their ways and will resist having to adapt to our project/constraints or team members:)

Learning & collaborating makes amazing, imo

@bl00dberri Thanks a lot for the teaser answer! Actually that pops another question (sorry!):
How do you know that you have a rockstar person in front of you during the hiring process? I know big studios tend to do many interviews, reducing the risks, but small studios may not be able to conduct more than 1 or 2 interviews. How can one limit the risks then?

Thank you btw for sharing your knowledge as AD, it's so rare out there!

@alcy I would say it’s a combination of skills (so what you see in the portfolio and test if you had one) and attitude. The most important thing you have to do on your end is to prepare questions or topics you wish to discuss with the applicant. See how flexible, open minded they are, what kind of difficulties/failures they had to face etc. Explain the role and tasks and see how they react too. It is not a science but you can still get a good picture from this.
@bl00dberri Thank you for the explanation! Definitely the tricky part of hiring x))
@alcy trust yourself! And sometimes you have to take chances. You’ll make mistakes and you’ll make great choices too. It’s part of the adventure :)
@bl00dberri Thank you for the kind words! So far it worked out (hired 2 people this summer) but it's been uncharted territory haha