- The planning stage is SO important.
Seriously, we darted around from idea to idea, but it was very... tunnel vision? We focused on one idea completely until we decided that it wouldn't work. Then we switched and the process started again.
So, how to avoid this? Well, some of it is practice. Getting used to making quite visual judgments is a useful skill to have, and one I need to develop. However, there are other things that could help. One technique recommended was everyone go away and collect 50 cool images. Then, stick them up on a slide show, sit in a room and pick out the 20 best images that inspire you. This helps you get a good idea of where the project is going. Another way to solve the problem is to concept lots of different ideas early on rather than sticking with one single idea. This means that, early on, you cover lots of bases and nail down the style and idea much,
much faster. - Leave time for polish
A mistake almost all the groups make was that we didn't leave enough time for engine work and polishing of our levels. Having everything finished 2 or 3 days before the deadline means that you leave plenty of time to fix issues and play around with lighting and effects in engine. This can make or break a project. All your beautiful assets and textures are useless if your lighting doesn't show it off. This is easily fixable, simply through planning and time management. - Have a strong concept and style sheet everyone can refer back to
So, so important to have the final image nailed down well before you start working on modelling. The best projects had a strong image down right at the beginning and this meant that their project came together really well at the end. Our group was definitely lacking this, none of us being particularly strong concept artists, and that really isn't an excuse anymore. We should be able to make good visual judgments at this point, and be able to get a good concept out that gets across what we want our final outcome to be. This all relates back to paying attention to composition, colours and such. Just suggesting them can be enough to work with. - Communicate
Talk to the rest of your group or your work will suffer. It's a very simple concept, yet somewhat hard to put into practice. making sure that we schedule regular meetings, a couple of times every day to see what everyone else is working on, ensures that everyone is staying on track and everyone is sticking to the style that's been set. Communication is so important when it comes to group work, and it can make the outcome look disjointed and mismatched if it's not done. - Don't be precious with your ideas
Don't be afraid to change ideas early on. As I mentioned before, going away and concepting loads of quick, dirty ideas will lead to a better result than getting precious with one idea that isn't working. To avoid this, ask other people to look at your designs. A fresh pair of eyes can work wonders, and they'll be objective. You might know the long backstory of your piece, but if it doesn't read in your final outcome then you're design is shit. Having someone else look at it and see if they can understand the narrative you're trying to get across will definitely help you push the work. - Make sure your good design is through good design, not good luck - iterate!
Again, not much to say here that hasn't already been said. Go through loads of ideas. When you've settled on an idea, go through loads of variations of that idea. You may be lucky and manage to get a beautiful concept that everyone loves really early on, but relying on this happening is a really bad mistake, and one we definitely can't afford when we get to FMP. "Iterating is professionalism" - High Five Moments
Having a "high five moment" as Mike said today, is basically where you all come together and realise your idea. Everyone is suddenly on the same page and you are all really inspired and happy with what your working on. Everything just clicks into place. This is the aspiration when doing a project, to have an idea that you go over and over until finally, everything slots into place and the project becomes awesome. Some groups had that moment, others didn't, but the ones who did had much better final outcomes. Supposedly, if you haven't had this moment, then you need to iterate more, continue working and working, try out new idea and eventually it will happen. That's how you know you're on to something good. Again, there isn't really anything else to say about this other than continually iterate and you've eventually get there.
I thrive off of feedback, though I also hate myself a little afterwards for missing the obvious things that are pointed out to me after I've finished projects. BUT I'm not looking at any of this experience negatively. It's all a positive learning experience. Mistakes I've made here, I hopefully won't make again because I know where the pitfalls are and I know what to do. Fingers crossed, I can carry this feedback into the next project and produce something great.
I'll leave you all with this...
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Game Art Student Bullfrog |
- Hannah