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Bridging the Gap Between Art and Code In Games

Gamasutra posted an article written by Jason Hayes, a developer for Volition Inc., which is known for its production of the Saint's Row, FreeSpace, and Red Faction series. Hayes discusses the division between graphical artists and coders, who often clash because their aims are so disparate and their areas of expertise do not necessarily overlap. It has caused some companies, such as Volition, to develop an intermediary "technical artist" to find a balance between the two. "Integrating technical artists into a studio frees up the programmers from being solely responsible for the development and maintenance of the game's tools and pipelines. While programmers still have a hand in the design (and sometimes implementation) of those tools and pipelines, the technical artist is the driving force behind them and is looking out for the best interests of both parties."

31 of 42 comments (clear)

  1. If they are fusing disciplines... by volxdragon · · Score: 2, Funny

    ...they should fuse the marketing department with the sales force. Errr, never mind, I'm not sure we would want to see that critter...

    1. Re:If they are fusing disciplines... by religious+freak · · Score: 1

      Whatever it would look like, I'm guessing it would have GINORMOUS tits

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      If you can read this... 01110101 01110010 00100000 01100001 00100000 01100111 01100101 01100101 01101011
    2. Re:If they are fusing disciplines... by Spatial · · Score: 3, Funny

      I suggest fusing their feet with a block of cement.

    3. Re:If they are fusing disciplines... by Archimagus · · Score: 1

      Something between Lara Croft and Ivy? and yes, I am a 01100111 01100101 01100101 01101011.

    4. Re:If they are fusing disciplines... by dubbreak · · Score: 1

      I misread that as 01100111 01101001 01110010 01101100 at first glance. Thought it was to prevent the OMGGOSD stalking that might occur.

      Being a 01100111 01100101 01100101 01101011 is boring. Everyone here is.

      --
      "If you are going through hell, keep going." - Winston Churchill
  2. similarities to Catmull's SIGGRAPH keynote by peter303 · · Score: 4, Interesting

    The head of Disney-Pixar Animation, Ed Catmull, talked about the same issues in filmmaking last week. He was concerned with balance between artists, technologists and production staff (schedulers) in maximizing creativity and get movies out.

  3. they are the same now days with unpaid overtime an by Joe+The+Dragon · · Score: 1

    they are the same now days with unpaid overtime and no comp time to make up for it.

  4. OH REALLY? by _PimpDaddy7_ · · Score: 1

    "Hayes discusses the division between graphical artists and coders, who often clash because their aims are so disparate and their areas of expertise do not necessarily overlap."

    Really?
    Have you seen this game?

    The clash comes because of EGOs, it's as simple as that.

    1. Re:OH REALLY? by Yetihehe · · Score: 1, Funny

      It's really artists' fault. We programmers are too good to clash over simple problems like theirs.

      --
      Extreme Programming - Redundant Array of Inexpensive Developers
    2. Re:OH REALLY? by demallien2 · · Score: 1

      Geez, who's the moderator that lacks a sense of humour? I for one chuckled...

    3. Re:OH REALLY? by Fluffy+the+attack+ki · · Score: 1

      Really, I am not even sure what you are trying to suggest by this vague post. Are you saying that coders and artists should have less ego involved when working with each other? That sounds like what you are trying to say... and it doesn't really conflict with that quote in any big way.

      You link to a game with a hand drawn look, and somehow that proves there are no communication issues between developers working on different parts of the game except pride. The assertion seems somewhat of a non sequitur, frankly.

    4. Re:OH REALLY? by Yetihehe · · Score: 1

      I think it was someone artistically inclined ;)

      --
      Extreme Programming - Redundant Array of Inexpensive Developers
  5. Office Space much? by EveryNickIsTaken · · Score: 1
    "I take the specs myself because engineers can't talk to people!"

    This sounds like a go-nowhere position... A better solution would be the artists being sent off for a class or two in programming so they *understand* when the programmers tell them that they're asking for something unrealistic given the timeframe.

    1. Re:Office Space much? by 91degrees · · Score: 1

      A programmer should be able to just tell the artist. You need to work together - not fighting!

    2. Re:Office Space much? by internerdj · · Score: 1

      Surprisingly few people get it even laid out in terms as simply as that. "Its just software." is a running joke because thats how lots of non-technical (and even technical people) think.

    3. Re:Office Space much? by Nefarious+Wheel · · Score: 1

      A programmer should be able to just tell the artist. You need to work together - not fighting!

      Goody goody gosh. Although you come across as a Care Bear there, you've got it damned straight. But sometimes the fight begins, is carried out and ends in a single individual's mind. It's not always PvP. An individual has to believe both sides of the fight are accomplishable within themselves.

      In Australia (in the University of Victoria, anyway) the degree for Multimedia Design merges art and software by teaching logical discipline to artists, using modern tools such as Maya and Flash et.al. so that this new medium can contain the incredible pool of talent available to fill it.

      There are very creative people around, and very logical people around, and every day I become more convinced that a knowledge and talent at art does not preclude logical thinking, and that logical thinking does not preclude one from having the gift of imagination.

      I suppose it all starts with that: Imagination, and passion. You have to permit yourself enough emotional attachment to your dreams to want to make something beautiful, fun, and involving. Then, to realise that there are tools and disciplines that can take you from dream to expression, and a willingness to fight through the angst until you accomplish something. Sometimes the fight means working twice as hard for twice as long, but I know it can be done, I've seen the results and so have you. Make the effort to be brilliant, guys, it's worth it.

      --
      Do not mock my vision of impractical footwear
  6. Wait, what the heck are they? by the+kostya · · Score: 1

    I actually read the article and it seems to me that the 'technical artists' are just artists put in the engineering department to roughly understand what is going on (according to the article "Most technical artists, by today's standards, come from an artistic background and favor the use of dynamic scripting languages such as MaxScript or Mel.") and act as a mediator between the artists and coders. If that is what they do, it seems inefficient to have them in that capacity and looks to a patch to cover up a bad management strategy.

    1. Re:Wait, what the heck are they? by Dutch+Gun · · Score: 5, Insightful

      Technical artists in our company are artists who perform tasks that bridge the gap between what artists and coders normally do. For instance, they create all our materials using a visual shader creation tool that generates shader code from wiring nodes together visually (we have a proprietary tool, but there are a few free ones out there).

      This is a complex task that requires a balance between artistic talent and a knowledge of basic shader mechanics. I don't consider it to be a kludge to cover bad engineering. It's an acknowledgment that game developers are doing some pretty damn complex stuff nowadays, and you need a gamut of talented artists to cover a fairly wide range of jobs. The artists absolutely love the flexibility this system gives them, and because they're talking to other artists instead of programmers, the communication is easier. Essentially, this is empowering artists to do what they've always wanted to do. Generally speaking, anytime you can take content creation out of the hands of programmers and put it into the hands of artists and designers, it's a big win for your game (I'm a programmer, incidentally).

      I can see the required ranks of technical artists growing in the near future rather than shrinking. When you think about it, just about any artist in the game industry already has to have a pretty substantial technical grasp in order to operate Photoshop, Maya or Max, and whatever other commercial and proprietary tools they need to use on a day-to-day basis. This just takes it a step farther for some individuals with a propensity for solving more complex technical issues.

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      Irony: Agile development has too much intertia to be abandoned now.
  7. Not quite sure on this one... by neokushan · · Score: 4, Insightful

    I can't exactly say I'm extremely experienced, but I do actually work in the games industry and I've never encountered this strange divide between programmers and graphics artists.
    Programmers should be given a task to implement and then left to go and do it. They might design a way TO implement that task, but even this isn't ideal and is the kind of thing the development lead should be doing.
    The graphics artists, likewise, should be given tasks to accomplish with strict limits (i.e. "I want a big red barn with a slightly curved roof that's no more than 800 triangles") that should be set and maintained by the graphics lead.
    Then all that's left is the design of the game itself, which comes down to whoever is the lead designer who is the real middleman between the programmers and the artists.
    He's the one that sits down and outlines exactly what it is he wants to achieve, the Programmer lead will tell him what is and isn't possible from a technical level and the graphics artist will tell him just how closely his vision can be matched. There really is no need for this "technical artist" and I can only imagine his role being somewhat counterproductive as the whole game relies on him having a good understanding of technical limitations AND artistry limitations, which is unlikely. He may have a basic understanding of both, or even an advanced understanding of one, but few people can master both fields.
    Then again, it can't be any worse than Valve's "lets let everyone have a say and spend months debating which is best" approach and they tend to get good results.

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    +1 IDisagreeSoHeMustBeATrollOrAnAstroturferOrAShill
    1. Re:Not quite sure on this one... by neokushan · · Score: 1

      And that's when the lead artist slaps him for not following the guidelines he's set out. Or the lead developer slaps the lead artist for not telling his artist the guidelines in the first place. And so on.

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      +1 IDisagreeSoHeMustBeATrollOrAnAstroturferOrAShill
    2. Re:Not quite sure on this one... by DrakkenWulf1 · · Score: 1

      I am mired in the mush of a project that is in dire need of a technical artist. Why? Because even with a clean 'pipeline' setup, perfect test files - we have had two separate *groups* of artists, and with every single file they send us, they create two additional ways to do the technical parts incorrectly.

      Each file creates exactly what we ask for - the animation does exactly what we asked for. But the ways that actually translates to in-game, they do differently every time.

      What's worse is that there is no way to actually 'fix' these bad files. We keep having to send them back and have them completely reanimated. All because there is no technical animator in their group who can see the problems early and get them resolved.

      Which leaves me, as a programmer who knows enough about Maya to be dangerous, stuck with the job of trying to shoehorn all this junk into what is supposed to be "standard" Collada documents. I am the Lead Programmer, and as such, was able to choose Collada to make it easier for the Artists. And yet - they still can't keep within the simple 'rules' I set.

      For background: I've been doing 3d game development since 1995.

    3. Re:Not quite sure on this one... by elrous0 · · Score: 1

      My uncle Ray said all barns have skeletons. But then again, uncle Ray turned out to be a serial killer and the skeletons he was talking about aren't the same kind as the ones you're talking about. So, point taken.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    4. Re:Not quite sure on this one... by dubbreak · · Score: 1

      Do you work in a small or a large company?

      My initial guess would be small. The larger the company the more need for intermediary roles. I've worked as a "Business Analyst" which is the biggest BS term ever. One day I could be doing System Analyst work, the next pure business budgeting and scheduling, booking meetings, later I would be tracking down bugs or writing sql for data mining... tonnes of garbage that fell in between or beyond what others with more specific roles could complete due to the size and complexity of the organization.

      I hope the gaming industry intermediaries aren't plagued with the lazy b*stards I had to deal with. It seems some of them figured out sine no-one knows their actual role, they can get away with doing nearly nothing (and not knowing anything technically useful).

      I am now a programmer ("software developer") in a small company (60 employees). All the roles are straight forward. I write software, there are engineers that do circuits, there are CAD guys that do enclosures, there are EE guys that troubleshoot hardware and do maintenance, sales guys do sales.. etc.

      --
      "If you are going through hell, keep going." - Winston Churchill
  8. I dont see the problem by Bluebottel · · Score: 2, Insightful

    Code is art, therefore art is code. There, fix'd it for you.

    1. Re:I dont see the problem by bsDaemon · · Score: 1

      I sense a new ThinkGeek shirt in the near future, "I may not know art but I know how to code," anyone?

  9. OT: Freespace 2 by Hatta · · Score: 1

    I actually just happened to install Freespace 2 the other day. The code is open and works great on linux, and for that matter the game data itself is freely redistributable. I highly recommend everyone check it out.

    Only one problem I found, the java based FS2 installer seems to grab the 64 bit build of fs2_open. You may have to replace it with a manually downloaded 32 bit fs2_open. Enjoy!

    --
    Give me Classic Slashdot or give me death!
  10. I'm a technical artist by Anonymous Coward · · Score: 1, Informative

    I worked for the Evil Empire (aka EA) for 2 years as a technical artist. There's nothing *new* about this field -- certainly EA went through the hassle of categorizing the discipline into levels one through five.

    I wrote many, many scripts in Maya, as well as other scripting languages. Three of the technical artists I worked with had Engineering degrees. NONE of us actually did any "artwork" per se.

    Much of a game is art-driven (hell, most of some games) and it's helpful, esp. early on, to have a technical artist help define the feature set for a game and determine how it can be implemented. Artists generally want to do art -- thankfully, there is this niche of [technical] artists who's role it is to allow the artists to do ART and allow programmers to not have to learn something like Max or Maya and focus on the engine.

  11. Fairly inevitable IMO by iregisteredjustforth · · Score: 2, Insightful

    I am an environment artist for a big UK game developer.

    In my opinion, the creation of hybrid roles like this is basically inevitable. The depth of knowledge and skill needed for each part of the development process is deepening all the time as technology rolls forward and graphics increase in fidelity. A handfull of people can no longer make big AAA titles between them, not just because of the size and scope of modern games and the amount of content / code that needs to be done, but because of the depth of knowledge required in each role.

    In the end, you WANT a game to be made by people that are each specialists in their area. Coder's that write awesome code and artists that make lovely artwork. Increasingly people have less understanding of the other parts of development because they are so heavily invested in their own areas and don't have time for anything else. Hybrid jobs are inevitable because someone needs to understand enough of each field to keep things running smoothly, and keep proper requirements for tools, code and art assets heading in the direction of each part of the team.

    This is especially the case if you are making a big game, which requires lots of custom tools and tools support. The knowledge require by each person means those producing the code or artwork itself, almost never have enough understanding of the other side of development to mesh together perfectly, there are too many misunderstandings about requirements and limitations to let people sit in their own camps all day, someone has to go between. Our lead technical artist is one of the most important people on the team.

    1. Re:Fairly inevitable IMO by Lemmy+Caution · · Score: 1

      The relationship isn't symmetrical, by the way. Artists know that they can't code. Too many programmers think that they can do art.

    2. Re:Fairly inevitable IMO by macshit · · Score: 1

      Too many programmers think that they can do art.

      Too many artists think they can do art too..

      --
      We live, as we dream -- alone....
    3. Re:Fairly inevitable IMO by Lemmy+Caution · · Score: 1

      You're an art director, aren't you?