All posts by jonjones

Little Thoughts #3: Don’t skim emails.

Something I’ve learned is never to skim emails. Sit down and read them. Assess what they mean. Understand their ramifications. Build a quick and rough mental time estimate of how long it will take to address what’s in the email.

You have three options:

  1. If it takes less than five minutes, do it immediately.
  2. If it requires more time than that, schedule it for later.
  3. If it’s a dead or already-completed issue, archive it immediately.

Watch your to-do list and your inbox clear out faster than you ever thought possible. 🙂

Little Thoughts #2: Stick to filename conventions!

If I’m your art director and you see that I’ve named files a specific way, that is for a reason. I’ve already sent you the file naming conventions… stick to them. If you still don’t know what to do, just ask me.

File naming conventions MATTER.

I will like you so much more if you make an attempt to save me work by naming files properly. But almost no one ever even tries, and you make me have to do it. This is why I write the file naming conventions in the first place. This is one small way to show excellence that will put you head and shoulders above your competition. I respect attention to detail and quality customer service.

Little Thoughts #1: Everyone likes to get involved.

Here’s the introduction of a new series of little thoughts that won’t really fill out a full post.

Everyone likes to get involved.

If you have people in your pipeline that have to approve your work, at any level, they’ll probably want to get involved with your work. To make their mark. To make a difference. To take some form of action to justify the fact that they’re “doing their job.” Even if your work is absolutely perfect, they’ll have something to say about it.

This is often a pain in the ass, and it’s inevitable. More often than not, they’ll pick out something that’s a nightmare to change.

But hey, what can you do?

I’ll tell you. 🙂

What I suggest to you — whether you’re a manager looking at your boss, an artist looking at your AD, or an AD managing an artist — is find ways to leave your work looking about 95% complete. Make the final 5% it needs obvious.

People WILL meddle and want to have a hand in whatever you’re doing. Position your work in such a way that the final 5% that needs doing just immediately jumps out at them. They’ll point it out and suggest a change. You’ll say “Oh, shit! You’re right! I’ll do that!” then go in and fix it, show it to them again, get their approval now that they feel they’ve done their job, and the asset is done.

Everyone, everyone, everyone wants to feel involved. To have their say. To feel like they made their mark. Anticipate this! Simply define the boundaries in which people can be involved freely without severely affecting what you’re doing.

This requires a soft touch. Doing stupid, insulting, obvious shit like leaving a head off of a character or forgetting to color a concept is a slap in the face. It will make you look stupid and prove you don’t follow directions. Be subtle, be smart, and be respectful of peoples’ need to participate, and you’ll go far.

Learning In Progress #9: Concept Art Repository

Here’s to thinking out loud!

I’ve decided that I need to have a clean and clear concept art repository. As it is, everything is really spread out and too dependent on me remembering where random crap is instead of actually being intuitive. My motto: If it only exists inside your head, it’s worthless.

So where do I begin? Continue reading Learning In Progress #9: Concept Art Repository

Learning In Progress #8: Rigging change lists

I’m dealing with contractors that are rigging models now, and I was thinking, what would be the best way to illustrate the problems I find?

“Just look at the shoulders” is too vague. Saying “the knee looks funny when it’s bent” is a little better but not much. It seems like it’d be most useful to create simple markers to show when, where and how the rig is broken. How can I do that?

What I ended up deciding to do was create a test animation (if one didn’t already exist) and scrub through it to spot issues. Whenever I spot an issue, I do the following:

  1. Take a screenshot.
  2. Note the frame number.
  3. In Photoshop, circle the problem area.
  4. Next to the problem area, write down the frame number.
  5. Below the problem area, write a brief description of the issue. (if needed)

From there, I send the contractor the separate screenshots I take as well as the MAX file with the test animation. That way they can open up the MAX file, scrub to the correct frame, look at the screenshot, find the problem and quickly fix it. It minimizes the amount of written communication by being direct, visual and simple. Saves me time, saves them time.

This is the best I’ve got so far. Anyone else have any ideas? 🙂

Learning In Progress #7: Changing naming conventions

Here’s a simple lesson I’ve learned: If you’re going to change the file naming conventions on your game, start doing it right immediately and make no exceptions.

Sounds simple, but we have a lot of legacy assets we inherited that have naming conventions we’ve chosen to change. We also have some assets we made ourselves that have naming conventions that eventually proved to be a bit crap. Finally, we decided on a naming convention, but now we have the really old stuff we inherited, the older stuff we did ourselves, and the new assets we’re making now. That’s three different conflicting conventions. Cool.

I would go back and rename everything, but those are extremely deep and interconnected changes that touch hundreds of files. If any one of those is inconsistent, everything will come crashing down. All I can do is patch the problem.

So, if I’m doing any kind of modification on older assets, which naming convention do I stick to?

There were two things I could do:

  1. Stick to the old naming convention for that particular asset, so it’ll still make sense in context with itself.
  2. Use the new naming convention, even though it makes the new modified asset stand out and make less sense.

Ultimately, I decided that the smartest and best thing to do would be to stick to the NEW naming convention. Start doing it right IMMEDIATELY.

Fine, it’ll stand out and it won’t make sense in the context of the old named asset, but every NEW asset I make will bring things closer to a unified whole. Every little bit I can do matters, and the earlier I be decisive the fewer the problems I’ll have to deal with later. Less to rename later, right? It’ll be harder to deal with now but this decision will pay off later.

I’m surprised I waffled on that earlier considering how simple this decision seems to be, but everything is always different when you’re actually inside the situation and have a clear view of what’s going on. 🙂

Learning In Progress #6: Contractor Kits

I’ve been doing a lot of thinking and a fair amount of work lately building perfect modular kits for my contractors so they can get started quicker and have to ask fewer questions.

The idea is that I’d like to have one single ZIP file that contains everything a new contractor needs to get started on his asset type.

So that leads to the question — what does a contractor need to be able to do his job? That’s a big list, so let’s give an example. If I were to hire a new animator, this is the type of data I would put in a contractor kit for him:

  • Technical specifications. For each asset type in my game, there is a guidelines document with detailed technical specifications. For animators, I made another post called On Contracting Animators that has a good list.
  • List of animations. There’s a complete list of animations for characters, creatures and other animatable objects that I store in another, separate document. I break down each type of asset into characters, creatures, animated objects, and miscellaneous. From there, I break each down into structured lists divided by their role in the game. For example, creatures are either Melee (hand-to-hand combat), Ranged (attack with guns or bows), and Caster (magic user). Each role has a unique animation set, so I list all the animations in each set. This is especially useful for when I want to create a new creature, before I even outsource it I can say “Okay, Fat Ogre 3 is going to use the Melee and Ranged Animation Sets.” I don’t have to decide which animations it has one by one every time I want a new creature, because I already figured it out beforehand. Then when I send the list of animations to the animator, I can simply copy and paste those pre-made animation lists. Time savings ahoy!
  • The exporter. I include a copy of our proprietary 3DSMAX exporter plugin, along with simple installation and usage instructions.
  • The tool. I include a copy of our proprietary Model Editor, along with simple usage instructions so the animator can create usable assets for our engine. Why should I have to?
  • Animation samples. I have directories set aside that offer example animations of every sequence for each type of creature and animatable object. There’s a directory for the Melee Animation Set that has sample animations for every sequence in that set, and so on for everything else that needs an example. I *never* leave gaps in reference for things like this.
  • Style guides. I include the style guides relevant to the race of creature he’ll be animating, so he can see the other members of that race, their size in relation to each other, and get a sense of their attitude.
  • Scale guide. I have a MAX file demonstrating the scale of the object in the world so the animator can get a better sense of scale and how to animate what it is I’m giving him.
  • FAQ. I’ve assembled a brief FAQ full of common questions I’ve been asked by my contractors. One very important note I’d like to make about the FAQ: It was a huge breakthrough to me to realize that every time I talk to one of my contractors to explain something or answer a question, I’m generating documentation. Everything I say is usable. So I just remember to write it down in one document, organize it, give it a coat of spit-shine, and my project is better-documented. 🙂 Documentation doesn’t have to be a big ugly mess that I have to sit down for hours and do… it can be incremental. (why answer the same question more than once?)

I have all these files set aside in a special ‘contractor kits’ directory under another subdirectory specific to them. For example in C:workcontractor_kits you would find Character_Art_Production_Kit, Animation_Production_Kit, Environment_Art_Production_Kit, etc. Zipped copies exist in each of these directories so any time I have a new hire, I simply copy and paste the ZIP and that’s everything they’ll need to know, in detail.

This is an awful lot of preparation and organizational work, but considering my circumstances (straddling art directorart managerproducerartist roles simultaneously) it saves me a LOT of time. Or, it will, once I finish putting all of them together. 🙂

To the contract smArtists out there — what kind of information and resources do you wish YOU had from your clients?

What Would A Game Developer Do?

I just found a great post by Gianfranco over at GBGames that’s called What Would A Game Developer Do?

Gianfranco starts out detailing focus problems we all relate to, then drops some knowledge in the form of solid tips on surrounding yourself with things that motivate you. Then he breathlessly goes straight into conditioning your mind to think more like a game developer and to help stay focused. A choice quote:

Would a game developer come home from a day job and watch television? Would a game developer feel much anxiety about sitting at the computer to work on a game? Would a game developer procrastinate on game development in favor of chatting online with friends or reading random articles online?

No. A game developer would BE a game developer.

A simple mantra like “WWAGDD?” is a fantastic way to focus your mind on what’s important by asking a tough, no-nonsense question you can’t shy away from. This is good stuff! Go read the post!

Learning In Progress #5: Instant overview of contractor and budget information!

Here’s a fun one: How do you keep track of a team of external artists?

First, define what needs to be tracked:

  1. Who’s working for me?
  2. What do they do?
  3. Are they active?
  4. How much are they being paid?
  5. What contracts are they working on?
  6. What date was that contract started?
  7. Has the contract been signed?
  8. Have they finished the work?
  9. Have they invoiced for the work?
  10. Have they been paid for the work?
  11. How much money am I spending?

This is a dizzying amount of information to keep track of, on top of simply managing everything they do at a low level. So what do I do? Click the jump to read more! Continue reading Learning In Progress #5: Instant overview of contractor and budget information!

Outsourcing a lot of tiny stuff made easier

I have a handy tip for building a contract made up of lots of very small quick-to-make items with a fast turnaround, like icons. I only do this with long-term contractors that I’ve built a trusting relationship with.

Let’s say you want to outsource small icon art. Say $50 per icon for 75 icons. That makes $3750. It’s perfectly logical to break it down into the exact number of icons you need and pay them for each one, right? Of course. It makes even more sense to build this directly into the terms of the contract itself, doesn’t it? Naturally!

But what happens if, in the middle of the contract, you decide you only need 71 icons? Or 77? You have to quickly cobble something together for them to do, amend the contract, or add something onto the next contract, or create a new contract just for the overage. You can waste a huge amount of time trying to fix it in any one of these ways.

But I have a simple way around it — roll it into one bulk price. It’s a very simple three-step process:

  1. Itemize it. Figure out exactly to the number how many assets you need: 75 icons.
  2. Price it. Negotiate a fair rate for each asset: $50 per icon.
  3. Bulk it. Multiply the number by the price, come up with a total, and make that price one flat, flexible unit: $3,750 for approximately 75 icons.

You MUST specify carefully how much above or below that number ‘approximately’ is so no one takes advantage of the other. In this case, I think a cap of plus two or minus four icons is acceptable. Be ethical. This is supposed to save time renegotiating and amending contracts for you and your contractor, and is NOT to give you a tool to get more for your money. First and foremost, be a decent human and respect your people so they’ll want to keep working for you.

This has been a useful tool for me to save time with my contractors when I’m outsourcing really simple, small stuff whose numbers change constantly. Whenever I can, I make sure to keep the absorption even on both sides. “Whoops, I only need 72 instead of 75. That cool?” and “Crap, I need 76 instead of 75. That cool?” And never let it get too one-sided. You’re people, you’ve been working together for a while and you trust each other. “Hey dude, yeah, sure, I’ll get this one. It’s cool.”

If you abuse this to take advantage of a contractor, you are an asshole. This will bite you in the ass, and please stop reading my site. 🙂