Art Director for Video Games | Ron Ashtiani (22 Years of Art)

Art Director for Video Games | Ron Ashtiani (22 Years of Art)

Introduction

Ron Astiani, co-founder of Atomhawk, talks about his background in the games industry and the projects he has worked on.

Ron's Background

  • Ron started in the games industry 22 years ago as an artist.
  • He became an art director and was head of art for Midway Games in the UK.
  • After Midway went south in 2009, he founded Atomhawk and worked on big AAA projects such as movies like Thor 2, Guardians of the Galaxy, Avengers 2 and games like Mortal Kombat 9,10,11 and Injustice 1 and 2.

Role of Art Director

Ron explains what an art director does in game development.

Different Types of Art Directors

  • The role of an art director varies depending on the size of the studio.
  • In small studios, they are more hands-on with identifying the style for a project while taking into account production time scale and budget.
  • As teams grow larger over time, their role becomes more managerial with budget management being a key responsibility.
  • The role changes over time based upon scheduling studio and different types of roles.

Art Direction Process

Ron discusses how to approach art direction process.

Approaching Art Direction Process

  • Start by understanding what makes your project unique.
  • Identify your target audience to determine what kind of style would appeal to them.
  • Consider production constraints such as budget and timeline when deciding on a style.
  • Collaborate with the team to ensure everyone is on the same page and understands the vision for the project.

The Role of Art Director and Lead Artist

In this section, the speaker discusses the roles of an art director and a lead artist in game development.

Responsibilities of an Art Director

  • An art director is responsible for setting the art style and vision for a game.
  • They consider factors such as the target audience and platform when deciding on an art style.
  • Communication with the audience is also important in determining the appropriate art style.

Differences between Lead Artist and Art Director

  • A lead artist is responsible for implementation while an art director sets the vision.
  • A lead artist may be more technically skilled while an art director focuses on communication and management.

Defining Art Style

  • The speaker defines art style as a combination of genre, theme, and stylistic elements.
  • Stylistic elements include color choices, forms used, and subtle tweaks to create a distinct look.

Choosing an Art Style for Your Game

In this section, the speaker discusses how to choose an appropriate art style for your game.

Factors to Consider

  • Consider your target demographic when choosing an art style.
  • Competitive games in the market should also be considered when selecting an art style.

Process for Choosing Art Style

  • Market positioning work should be done by senior team members before selecting an art style.

Art Direction and Finding Themes

In this section, the speaker discusses how art directors determine the style and theme of a game. They gather references from various sources, including movies, games, and illustrations. The goal is to find something obscure that can be made to work in the game.

Determining Style and Theme

  • Art directors determine where a game fits in terms of theme and style by comparing it to other games.
  • Fortnite has a stylized, cartoony look while PUBG is more realistic. This helps art directors determine where their game falls on the spectrum.
  • Once they know where their game fits thematically and stylistically, art directors gather references from various sources such as movies, games or illustrations.
  • Art directors try to find something obscure that hasn't been used before in a game.

Examples of Blending Themes

  • The Order 1886 blends Victorian era history with steampunk.
  • Star Wars takes themes from World War II and mixes them with space race themes.

Balancing Uniqueness with Commercial Viability

In this section, the speaker talks about balancing uniqueness with commercial viability when creating a product. While it's easy for artists to want to create something truly unique, it's important to remember that they are making a commercial product.

Balancing Uniqueness with Commercial Viability

  • Creating something truly unique may not always be commercially successful.
  • As an artist or art director, you have to make sure that what you're creating is commercially viable.

Communicating Art Style and Vision

In this section, the speaker discusses how art directors communicate their vision to the rest of the team. While there is no standardized way to do this, there are some common documents used such as mood boards or art bibles.

Communicating Art Style and Vision

  • There is no standardized way to communicate an art style and vision.
  • Common documents used include mood boards or art bibles.

Creating Art Bibles and Standardization

In this section, the speaker discusses the importance of creating art bibles and standardization in game development. They also talk about how it can be challenging to work with existing IPs.

Importance of Art Bibles

  • For a new IP, the first iteration of an art bible is a style pitch that includes references for blending together different styles.
  • Once early stage concepts are produced, they can be turned into an art bible that should be updated throughout the game development process.
  • It's important to document everything discovered during the process because it makes it easier to create another successful game in the future.

Working with Existing IPs

  • When working on an existing IP, there may already be several versions of it. As a result, any changes made will likely only be small tweaks rather than big changes.
  • Documentation is crucial when working on existing IPs because there are often many rules about what can and cannot happen with them.
  • Departing from expectations when working on established IPs can lead to polarized reactions from fans.

Balancing Internal and External Art Teams

In this section, the speaker talks about balancing internal and external art teams in game development.

Finding Balance

  • There isn't really a limit on how much is internal versus external, but there needs to be a balance of trust and expectations between both teams.
  • When working with external teams, it's important to have all rules written down since they may not know what your internal team knows.

The Importance of Trust and Clear Communication

In this section, the speaker discusses the importance of trust and clear communication in creative projects.

Blank Canvas Projects

  • The speaker explains that blank canvas projects are liberating because they allow artists to showcase their creativity without any preconceived notions from clients.

Challenges with Clients

  • Clients who do not know what they want or have no documentation can be challenging to work with.
  • It is important for clients to have a fixed process and scope of work to avoid changing their minds midway through a project.

Lessons Learned

  • When working with external artists on a fixed price basis, it is crucial to provide accurate feedback and explain in detail what changes need to be made.
  • If a client cannot explain in detail what they want, it may be better to explore different ideas on a retainer basis rather than agreeing on the scope of work upfront.
  • Engaging multiple studios can be an effective way to find new directions for big IPs but can also be expensive.
  • Art directors should define boundaries while allowing room for exploration within those boundaries. It is important not to micromanage artists as it limits their creative ability.

Providing Accurate Feedback

In this section, the speaker emphasizes the importance of providing accurate feedback when working with external artists.

Challenges with Feedback

  • Providing vague feedback such as "make it cooler" does not help external artists understand what changes need to be made.
  • If unable to provide detailed feedback, clients should be prepared to ask for more ideas or concepts until they find what they like.

Managing Opinions

  • Everyone has an opinion when it comes to art, but someone needs to own the art process and manage all the different opinions.
  • Engaging multiple studios can be an effective way to generate a variety of ideas and cross-pollinate them.

Allowing Room for Creativity

In this section, the speaker discusses the importance of allowing room for creativity in creative projects.

Defining Boundaries

  • Art directors should define boundaries while allowing room for exploration within those boundaries.
  • By providing a defined box, artists are able to generate a lot of different ideas that can be cross-pollinated.

Managing Opinions

  • Engaging multiple artists allows for more brains and generates more ideas.
  • It is important to have one person own the art process and manage all the different opinions.

Challenges of Working as an External Vendor

In this section, the speaker discusses the challenges of working as an external vendor and dealing with unfiltered feedback from different people in a client's studio.

Challenges of Dealing with Unfiltered Feedback

  • As an external vendor, you receive unfiltered feedback from various people in a client's studio.
  • It can be challenging to deal with unfiltered feedback without being rude or impolite.
  • External vendors have no political control over what is going on inside the client's studio, so they have to be polite and try their best to persuade them to see things their way.

Creating Art for Different Platforms

In this section, the speaker talks about creating art for different platforms such as mobile, console, and PC games. They discuss how the process of art directing and creating style is similar across platforms but highlight some differences that need to be considered.

Differences Between Mobile and Console/PC Games

  • The process of art directing and creating style is similar across platforms.
  • Mobile devices have small screen real estate compared to consoles or PCs.
  • Mobile games tend to rely on putting controls on the screen, which limits space for other elements.
  • Console/PC games tend to have larger screens and more powerful graphics cards than mobile devices.
  • Console/PC games can range from simple-looking games up to massive blockbusters like Battlefield V.
  • VR presents new challenges around where UI elements should be placed since players are looking at objects in 3D space.

Conclusion

In this section, the speaker provides insights into the challenges of working as an external vendor and creating art for different platforms. They highlight some key differences between mobile and console/PC games that need to be considered when creating art.

Art Style and Testing

In this section, the speaker discusses how to choose an art style for a game concept based on testing results. They also talk about the difference between designing for free-to-play games versus premium games.

Choosing an Art Style Based on Testing Results

  • For free-to-play mobile games, it's important to capture the user's attention in the first few seconds.
  • With premium games, users have already paid for the game and are more likely to persevere with an art style they may not initially like.
  • People's initial reaction to out-there art styles may be negative, but they can grow to enjoy it over time.
  • A/B testing is useful in determining which art style works best.

Developing Art Skills and Improving as an Art Director

In this section, the speaker talks about how an art director can improve their craft and train their team.

Improving as an Art Director

  • It is the role of the art director to train their team.
  • If someone repeatedly doesn't hit the mark, it may be time to make a tough decision.
  • Giving artists good feedback helps them improve their work.

Improving as an Artist

  • To improve as an artist or art director, one must work hard and read a lot of books. Hunger and curiosity are key attributes that make a good art director.

The Importance of Learning and Dissecting Art

In this section, Ron discusses the importance of learning and dissecting art. He emphasizes that being an artist is a lifetime of learning, and nobody finishes their training as an artist.

Being an Artist is a Lifetime of Learning

  • Being an artist is a lifetime of learning.
  • You learn something new every day.
  • Nobody finishes their training as an artist.

Dissecting Art

  • It's important to understand what makes art awesome.
  • Try to dissect it and take it in.

Processes and Tools for Art Directors

In this section, Ron talks about the processes and tools that are important for art directors to have with their team. He emphasizes the importance of getting everyone together for art reviews at least once a week, using feedback tools like Basecamp, and celebrating wins as a team.

Importance of Art Reviews

  • Get everybody together for art reviews at least once a week.
  • Helps everyone see the whole direction of the product.
  • Saves time by giving feedback to everyone at once.
  • Builds team morale by celebrating wins as a team.

Feedback Tools

  • Use feedback tools like Basecamp or Shotgun.
  • Basecamp is great because it's easy for artists with different technical abilities to use.

Ron's Current Projects

In this section, Ron talks about his current projects, including his new book and his passion for education.

Ron's New Book

  • Ron has a new book coming out.
  • He sold his studio and is now focusing on other things in life.

Passion for Education

  • Ron has always been passionate about education.
  • Even when he was running his studio, he was doing events and working with universities.

Ron Ashtiani on Art Direction

In this video, Ron Ashtiani talks about his upcoming book called "The Art of Direction" and shares advice for studios and art directors.

Ron's Upcoming Book

  • Ron is writing a book called "The Art of Direction," which will be released early next year.
  • The book is a comprehensive guide for aspiring and current art directors.

Finding Your Style Takes Time

  • Studios should understand that finding a style takes time. It's a process of increasing resolution where the vision gains more definition over time.
  • A lot of studios make the mistake of expecting an art director to have the style figured out within the first month, but it's unrealistic.
  • It's important to remember that creating a vision is like painting with broad brush strokes at first, then polishing it over time.

Aim High and Talk to Technical Directors

  • Don't get too hung up on what you think can be achieved with technology in the early stages. Come up with what you think will be awesome, then talk to technical directors to see what they can do with it.
  • Technical directors often enjoy a challenge and may surprise you by finding ways to achieve your vision.

Overall, Ron emphasizes that finding your style takes time and effort. He encourages studios and art directors to aim high when creating their visions and not get too bogged down in limitations.

Video description

Ron Ashtiani has spent a career in art and as an art director. Ron's had an over 25 year career in art and has served as an art director in multiple game studios including at Midway Games. He also co-founded Atomhawk in 2009 and currently starting a new adventure. In today's discussion with Ron we discuss the role of an art director (AD), the different kinds of ADs, how to determine an art style for a game, documentation best practices, biggest lessons/mistakes, art differences for mobile vs. PC/console, and much more! Find out more about Ron Ashtiani here: - https://www.ronashtiani.com/ - https://www.artstation.com/ashtiani - https://www.linkedin.com/in/cumronashtiani/ 00:00 Ron's Background 2:19 Role of AD (Different Kinds of ADs) 5:50 Art Style and Lead Artist vs. AD 8:47 Picking Art Style: Key Concepts to Consider 13:40 Art Team Documentation Best Practice 17:55 Determining Internal vs. External Art Team 20:07 Biggest Mistakes/Lessons Learned 25:25 Art for Mobile vs. Console vs. PC 29:05 Thoughts on Art Concept Testing 30:55 Team & AD Skill Development 34:10 Art Team Processes & Tools 37:42 Ron's Book & Final Advice NEW VIDEOS EVERY WEEK! ***Click the notification bell so you don't miss any!*** CHECK OUT THE BLOG! GameMakers: https://gamemakers.com/ —CONNECT WITH ME!--- • MY INSTAGRAM → @jokim1 • TWITTER → @jokim1 • LINKEDIN → https://www.linkedin.com/in/jokim/ --POPULAR VIDEO PLAYLISTS-- Making the Game → http://bit.ly/2KQr8im Game Company Profiles → http://bit.ly/306r1px Gaming School → http://bit.ly/2N64fdr If you like watching videos like this where I document the process of making games, then please SUBSCRIBE here - https://bit.ly/2RT1rPG