why is it recommended to make game with placeholders and do art last?
#1 Banned - Reputation: -581
Posted 22 November 2012 - 12:04 AM
#2 Moderators - Reputation: 13474
Posted 22 November 2012 - 12:09 AM
In a professional studio, you've got a whole bunch of full-time artists and programmers. If you're only making one game at a time, and you do the art last, then you'd be paying your art team to sit around doing nothing...
For a 1 man team, you don't have to worry about the above, of course.
Edited by Hodgman, 22 November 2012 - 12:39 AM.
#3 Banned - Reputation: -581
Posted 22 November 2012 - 12:16 AM
Who recommends that?
In a professional studio, you've got a whole bunch of full-time artists and programmers. If you're only making one game at a time, and you do the art last, then you'd be paying your art team to sit around doing nothing...
yes i also think the same, i dont really know how the studios work maybe they use artists on other projects until its time but i still dont think that sounds very efficient.
i think people who have said this for indy is if its for example just one guy working on the game... and he dont need to hire an artist before the game is more playable or if he will make everything himself then i guess he gets an illusion that the game gets done more quickly.
i dunno..
#4 Members - Reputation: 841
Posted 22 November 2012 - 12:28 AM
Usually the best suggestion is - focus on what you are best at first. If you are programmer, start with programming + placeholders. If you are modeler start with modeling + some quick prototyping in Unity or some other similar tool.
Once you have reached to certain stage and are confident that your idea works, it will be the time to think how to organize other aspects of game development.
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#5 Crossbones+ - Reputation: 3517
Posted 22 November 2012 - 12:52 AM
- a functional game with crappy art constitutes more satisfactory and tangible progress (to the developer) than a nonfunctional game with beautiful art
- the sprites you choose at first will probably be heavily redesigned throughout the game as you polish the gameplay
It's the same reason why people don't decide on a definitive game name before even starting it - you go with a codename used to refer to "the project", and the actual decision of what to call the release comes in the final stages (and you may even end up actually using the original name - it sometimes is the case, but not always)
Edited by Bacterius, 22 November 2012 - 12:57 AM.
#6 Members - Reputation: 287
Posted 22 November 2012 - 01:31 AM
Producing actual assets, with textures, and high detail, is expensive in both time and money, this is why there are usually twice as many artists than programmers on a team. And the worst part is that given that expense, once you have the assets, you are stuck with them. Because there's never a good enough justification for throwing a level that has been fully detailed out, even when the setting ceases to work in the story and the layout ceases to be compatible with the mechanics.
So it's pretty useful for small and large teams; because you can build your assets and levels fast, essentially build large swathes of the game so you can iterate, without having to commit to anything, and without wasted hours down the road trying to make old assets fit a new setting or set of mechanics.
#7 Members - Reputation: 348
Posted 24 November 2012 - 04:08 PM
I wouldn't consider using placeholders as recommended, but eh it all depends on what path you wanna take for developing your game.
#8 Staff - Reputation: 8896
Posted 24 November 2012 - 10:08 PM
In all likelihood their earliest efforts will be buggy and incomplete -- or at least not their best potential work -- whether they have good art or not, and if they're approaching things sensibly they're developing the projects as a learning experience rather than aiming to sell them anyway. The lack of art is an artificial barrier that prevents them from proceeding with their learning, when in reality all they need is some simple shapes to see that their code is working correctly.
- Jason Astle-Adams.
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#9 Members - Reputation: 128
Posted 25 November 2012 - 05:24 PM
"Why do you knuckle-draggers insist on doing things the hard way... very well. " - Mr Burke
#10 Crossbones+ - Reputation: 3517
Posted 25 November 2012 - 06:04 PM
Interesting vision. Myself I care a lot about art and graphical appearance, but I simply cannot produce any myself. I definitely wouldn't sacrifice an artistic aspect of the game clawing for a couple extra frames per second. I mean, performance is important, but at some point you just need to accept that doing computational work takes time.Game making is, it seems to me, a team effort. You can't really, except for the simplest games, do it alone. And coders (look at me!) often make terrible artists because we're more concerned with optimisation than artistic vision. We'd dump the colours if we though we could shave off a microsecond on a tight loop.
Edited by Bacterius, 25 November 2012 - 06:05 PM.
#11 Members - Reputation: 128
Posted 25 November 2012 - 06:17 PM
Interesting vision. Myself I care a lot about art and graphical appearance, but I simply cannot produce any myself. I definitely wouldn't sacrifice an artistic aspect of the game clawing for a couple extra frames per second. I mean, performance is important, but at some point you just need to accept that doing computational work takes time.
Game making is, it seems to me, a team effort. You can't really, except for the simplest games, do it alone. And coders (look at me!) often make terrible artists because we're more concerned with optimisation than artistic vision. We'd dump the colours if we though we could shave off a microsecond on a tight loop.
Art is a complex profession in and of itself. You need to know a lot to produce something decent.
I just don't think that it is reasonable, or should be expected, that a game maker should possess both the coder and art skill sets.
I think of making games as more like making movies than writing books or playing music. You need both a director and an editor, and it's rare that the roles are rolled into one person because the skillsets are so diverse. I think that's the case in game making too.
"Why do you knuckle-draggers insist on doing things the hard way... very well. " - Mr Burke
#12 Members - Reputation: 3679
Posted 25 November 2012 - 07:22 PM
I guess it might be best for professional studios but for indy then I think its not a bad idea to do art first or at least not delay it more than needed because if you for whatever reason stop working on the game (can happen in indy right) then you can at least sell some of your art that you made in various shops on the web.
For hobbyists the main reason to wait with recruiting anything really is that skilled <insert whatever you want here> simply do not join an unpaid project unless they can see real progress on it. (If you try to recruit for a project that isn't well underway allready you won't attract the talent you need/want, people who do not know you will judge your project by its progress, not its promises).
Start with what you are good at.
Edited by SimonForsman, 25 November 2012 - 07:24 PM.
The voices in my head may not be real, but they have some good ideas!
#14 Crossbones+ - Reputation: 2461
Posted 27 November 2012 - 11:30 AM
I envision the code to be the bones and muscle of the game. They give it movement and mechanical function. The art is the skin and hair, the clothes, the superficial things that help you make it all look worth something. Without one the other is doomed to fail but you must have a sturdy mold to work from before you can even begin to create solid art.
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