• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
spacejim

If you could hire only one....

5 posts in this topic

This is actually a real-life question I am facing. I'm just looking for some general opinions hopefully from people who have run teams before.

 

If you were hiring an artist for your team, but you can only afford one of them, which would you choose:

 

1- The guy who is an awesome concept artist, and a middling 3D Environment artist

2- The guy is is an awesome 3D Environment artist, and a middling concept artist

 

First impression is that number 2 would be the best, it's the art that actually goes in your game that matters right?

But then a better concept artist means your environment will be more imaginative, more atmospheric (these 2 elements are very important to my game). There's no point in quality 3D work if the level is boring right?

Edited by spacejim
0

Share this post


Link to post
Share on other sites


If you were hiring an artist for your team, but you can only afford one of them, which would you choose:
1- The guy who is an awesome concept artist, and a middling 3D Environment artist
2- The guy is is an awesome 3D Environment artist, and a middling concept artist

 

a. It depends.

b. Neither (I'd wait until I could afford to make my game, or I'd change my plan).

c. Neither (I'd hire someone else -- I'd keep looking).

0

Share this post


Link to post
Share on other sites

It looks like you as the employer don't know your own needs.

 

Figure out what you actually need. Then hire to meet those needs.

 

If you require two individuals, then that is your need and hire accordingly. If you require one individual who has talents in both, then that is your need and hire accordingly. If your requirements exceed your budget, then adjust something until they are aligned.

2

Share this post


Link to post
Share on other sites

First impression is that number 2 would be the best, it's the art that actually goes in your game that matters right?

But then a better concept artist means your environment will be more imaginative, more atmospheric (these 2 elements are very important to my game). There's no point in quality 3D work if the level is boring right?

 

Just thought I toss out there that all your creativity should not be coming from your concept artist. You end up making your 3D artist sound like mindless drones. Hopefully, that's not what they are.

 

That's not to say concept artist are not important to a project. They help set the direction and all that goodness. But, other artist must be allowed to shine too. Especially when translating concept to reality.

0

Share this post


Link to post
Share on other sites

1) What frob and Tom said : work out your requirements first! You need to do some proper project planning...

2) From your planning you should realise that most projects naturally break into phases (e.g. concept, pre-production, production, marketing, debug, ship, post-launch).

3) You'll probably need both artists, but not for the entire project - so work out what phases you need each for and contract accordingly. It's likely you'll need each multiple times - for example the concept artist can help prepare your marketing materials.

4) If you have a genuine tie-break situation (e.g. two 3D artists who are equally as strong on paper and at interview), go for the one who's personality will best fit with the personality of the team (the whole team - even a team of remote workers),

Edited by S1CA
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0