During my time on production I was on holiday in Cyprus.
Whilst I was away I felt I could create some imagery based on the idea of our Medieval old school 2D hack and slash platformer. I felt the game should start in a warm friendly environment and as the player travelled across, the lands around would become atmospherically darker in tone as they travelled further into the game and be accommodated by the increase in enemies and difficulty.
Martin Zebelys Production
Wednesday, 14 August 2013
SCRUM
We have been tasked with creating a game pitch as part of our production course.
To do this I have been placed in a small team and we each have to decide what field we would like to work in.
Of coarse I chose art..
To begin we set up a series of scrum meetings to flesh out ideas for our game. What would it be? Does it have a story? What environment would it take place in?
These and many more question were discussed at the meetings.
Below are examples of how we documented the meetings.
To do this I have been placed in a small team and we each have to decide what field we would like to work in.
Of coarse I chose art..
To begin we set up a series of scrum meetings to flesh out ideas for our game. What would it be? Does it have a story? What environment would it take place in?
These and many more question were discussed at the meetings.
Below are examples of how we documented the meetings.
Scrum Meeting
24/09/12
Present:
Martin
Harry
Discussion:
·
To create a game idea.
·
To decide on genre and target audience.
·
To create a basic story to help with development
of ideas
·
Gather ideas for game mechanics and USP’s
·
Develop ideas from story to create environments
Scrum of Scrums:
Specific role assigned to each individual present at
meeting.
Harry - To develop game overview and story
Martin - To consider USP’s and environment designs
Scrum Meeting
26/09/12
Present:
David
Martin
Discussion:
·
To inform David of game idea and so far assigned
roles
·
Further ideas for game mechanics and USP’s
·
Further develop environment ideas before
committing to task
Scrum of Scrums:
Specific roles assigned to each individual present.
David - To develop ideas on game mechanics and USP’s
Martin - To create environment designs.
How much???
Our first task for production was to research the field we are most interested in within the creation of a modern video game.
For me there is only one option.
Art.
Below is what I have gathered from my research:
I cant help but notice the wages. Lead artist here I come!
The key discipline developers I have listed are responsible for some of my favourite imagery in games. Especially Mr Shinkawa, whose Metal Gear Solid illustrations are works of art.
For me there is only one option.
Art.
Below is what I have gathered from my research:
Production Track
Assignment One:
Discipline Areas and Roles
Discipline Area Chosen: Art
Roles within Discipline:
·
Art
Director
·
Lead
Artist
2D Roles
·
Concept
Artist
·
Sprite
Artist
·
Texture
Artist
·
Interface
Artist
3D Roles
·
Modeller
·
Animator
·
Environmental
Artist
·
Cinematic
Artist
Responsibilities of each
role:
Art Director:
·
Responsible
for the quality of the art incorporated in the videogame.
·
Background
in fine arts, knowledgeable about technical aspects of drawing, texturing, and
colouring.
·
Manage
a team of both amateur and experienced designers.
·
Selects
best suited designs and suggestions and develops them further with personal
inputs.
Lead Artist:
·
Responsible
for developing and driving an original and innovative art style
·
Work
with other disciplines to determine the technical and aesthetic guidelines for art in the game
·
Have
effective communication with the team and outsourcing studios.
·
Inspire,
motivate and mentor other artists in best practices, processes and procedures.
Concept Artist:
·
Responsible
for creating a portfolio of images that clarify the artistic vision of the new
game character or world.
·
Creates
designs usually from a few key descriptive words.
·
Used
to create detailed illustrations of weapons, environments, and props -anything
that is seen in the game world.
·
Suggests
colour palette and mood.
Sprite Artist:
·
Draw
and create animated characters, tile sets and special effects on a pixel basis.
·
Responsible
for 2D graphical assets from first concept phases to the completion of the
project
Texture Artist:
·
Create
and apply textures to the game characters and environments
·
Able
to work in a style set by the Art Director to maintain overall game vision.
Interface Artist:
·
Responsible
for creating and implementing the graphic elements of the interface and the
menu.
·
Work
closely with the game designers an UI programmers, respecting the functional
objectives and the creative direction.
·
Find
design solutions to allow easy navigation of the menu and make the game
user-friendly.
Modeller:
·
Creates
three-dimensional models of any asset used in the games visuals.
Animator:
·
Work
alongside designers on the overall visual style of the game.
·
Work
primarily on the moving aspects of game characters and elements.
·
Work
closely with programmers to ensure the different elements of the game remain
compatible.
Environment Artist:
·
Models
maps, textures and lights game environments in order to meet the aesthetic,
creative and technical quality standards of the lead artist.
·
Communicate
solutions to technical and design issues related to the environment model.
Cinematic
Artist:
·
Create
compelling cut-scenes and interactive dialogs using animation libraries.
·
Set
up cameras and actor staging
·
Work
with designers and art director to establish continuity of the story with game play.
Salary prospects for
each role: (Average)
Art Director $76,000
Lead Artist $76,000
Concept Artist $66,000
Sprite Artist $35,000
Texture Artist $42,000
Interface Artist $46,000
Modeller $56,000
Animator $67,000
Environment Artist $70,000
Cinematic Artist $66,000
Key Discipline Developers:
Yoji Shinkawa
- Metal Gear Series
Daigo Ikeno -
Street Fighter Series
Derek Watts -
Mass Effect Series
Yusuke Kozaki
- No More Heroes
Robh Ruppel -
Uncharted Series
I cant help but notice the wages. Lead artist here I come!
The key discipline developers I have listed are responsible for some of my favourite imagery in games. Especially Mr Shinkawa, whose Metal Gear Solid illustrations are works of art.
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