All posts by jonjones

Learning In Progress #4: Making time… with a vengeance!

One of the biggest production bottlenecks on my project is my ability to implement art into the game. I’m essentially serving as art director (jointly with our lead designer), art manager, lead artist, and I have other producery and technical artisty responsibilities as well. There isn’t enough time in the day to do everything I need to do, and when you have a team of artists that need constant feedback on their work, it’s exceedingly difficult to make time for some things.

In this case, the production aspect that gets crunched is the implementation phase, which is difficult, complex and time-consuming. Since I can’t very well commission art that I never put in the game, I needed to start making time to put the art in the game. I’ve tried that before but I constantly get distracted by minor emergencies and end up never getting anything done.

I always wished I could have a day away from everyone to just sit down and crank away on art and get it in the game without any outside distractions. But unfortunately, I’m in a position of great responsibility and I really can’t afford to take that kind of time away from other things. I mean, lots of people depend on me, and art, as a whole, does NOT happen unless I’m doing it. I’m always just so crushed for time that I can’t divert myself even for a moment.

Or can I?

I thought about it and realized that, no matter how much time I set aside to work, be it 9 hours a day or 18 hours, I always get about the same amount of work done. Every time. I found that interesting: No matter how much time I have, I always use it all getting something done.

Naturally, at the extreme ends of the scale (2 hours a day vs 22 hours a day) I’d see significant differences in my output, but it got me to thinking that four days a week (plus the time I spend working from home) can neatly accomodate all my other responsibilities without the world ending.

So, emboldened by this realization, I decided I’m taking Wednesdays off from everyone. I call them “Fuck Everybody Wednesdays.” I shut off my IM, I shut off my email, I don’t answer my phone and I do NOTHING but start putting art in the game. I tell all my artists and coworkers in advance that, from now on, I’m having nothing to do with them on Wednesdays, and any issues can wait until Thursday, no matter what they are.

So far it’s been working out extremely well. 🙂 I’m steadily cranking out new art in the game, and the freedom from distraction has enabled me to come up with a lot of new ideas for making the process easier, and even automating it in some cases. What a difference that self-discipline and focus can make!

Never say you don’t have enough time, because you’re probably wrong. Just make time. Everything will sort itself out. 🙂

Learning In Progress #3: Numbered Bullet Points.

I’ve noticed in the past that when I send back a list of requested changes to my contractors, if there’s more than one change, sometimes they’ll forget one or two. It’s a simple mistake, because I’m often trying to transmit a lot of information, and some of it can just slip their mind.

I quickly stopped writing entire paragraphs containing several changes, and boiled them down to individual bullet points. But still, sometimes a bullet point would be forgotten, and the problem still wasn’t entirely solved. So to combat the changes falling through the cracks, I’ve discovered a useful tip that seems to work best: Numbered Bullet Points.

Bullet points themselves are a useful way of dividing large ideas into several smaller ones that are easier to communicate and understand. But bullet points alone aren’t enough. By using numbered bullet points, you assign a VALUE to each bullet point, and it reads more like a step-by-step list with concepts that can be quickly referred to by their number value.

“I see you completed changes 1 and 3, but not 2?”

More than half of my job is learning how to organize and distill information into small, easily understandable, meaningful bites that create their own context. Numbered bullet points are one of the many tools in my arsenal. You’ll notice I often even use them in my writing… 🙂

Portfolio Tip #4: Don’t show works in progress.

Unless you have a lot of content of the same quality level, don’t show works in progress. Especially not front and center. The implication is that it’s the best you’ve done yet and that you’re desperate for content. It makes me think that you don’t think any of your other work is as good as this unfinished piece, and that you don’t have time enough to finish it before putting it on your portfolio. It comes off as unconfident and desperate, and that’s really not something you want to telegraph to a potential employer. 🙂

Don’t get me wrong, I think having an area for works in progress is just fine, but they should be separate from a portfolio and not placed front and center. It’s also fine (and often cool) to see work in progress images leading up to the final piece. But your portfolio shouldn’t be focused on unfinished crap if you can help it.

The way I see it is this: Professionals’ portfolios contain a healthy amount of finished work that’s of a consistent quality level. The finished work is the focus. They don’t put works in progress in the middle of the rest of their finished work.

Portfolio Tip #3: Don’t write long emails in a job app.

I hate long emails in a job application. Resumes mean nothing to me. Include it but don’t expect me to read it, because your artwork says more about you than anything you put in a resume.

I also hate cover letters, although that’s more of a personal preference.

My time is valuable, so keep it short and keep it relevant and don’t waste my time trying to act more intelligent than you are, or trumpeting your accomplishments, or faking a self-confidence you don’t feel. All I want to do is 1) form a quick mental impression of you that separates you from other job applicants, and 2) see your art. Let’s stick to that.

If you’re applying for a job, keep it to two paragraphs or less. Don’t rattle on and on about your experience, the school you went to, or how great you are. Keep it as short as possible. Find the best way to differentiate yourself through words while using as few words as possible. Custom-write every job application email you can and include pertinent links (not attachments) to images that are similar to the art style of the company you’re applying for.

Sell yourself as the perfect fit for the position I’m looking to fill, in as few words as possible. Every word matters. Especially if there are too many. Make each one count and try to be as unique and relevant as possible without seeming annoying or desperate.

Custom tailoring a job application or faux art test is an unbelievably strong statement that puts you ahead of everyone else. Make it look like you’re already doing what you could do for me and try and prevent me from needing to use my imagination to decide if I can art direct you into doing what I want or not.

Yeah, that’s a tall order, but if you can come close to hitting the mark you’ll be in good shape and people like me will be more likely to give you a few extra moments of consideration. Respect me and my time and get to the point and make it simple for me to see your art and assess your skills and whether or not you’re appropriate for my project. Showing the slightest bit of understanding of the value of my time might make a difference.

Sell people on your ideas for awesome results!

I was giving a friend of mine advice on how to really capture the imagination and interest of a contractor and (hopefully) negotiate a lower rate, and I broke it down in a way that may be helpful to selling your ideas to someone. I’ve broken my method down into a simple three-step process.

Let’s say you have a painting you want to have made, and you have a basic idea of what you want in it and where, but there are other elements you’re not so clear on. You want to bring in an artist that’s smart and effective and will leave his mark on your work and make it better. If you didn’t want to give someone room to use their skill, you’d do it yourself. 🙂 The first step is

1) Infect them with your passion.

So far the best way I’ve found to bring someone on board something and get the best results is to really sell them on the concept. Get a sense of the work they have in their portfolio and how it’s similar to what you want. Give them a basic idea of your project book story character whatever, and make it sound gripping, captivating and exciting, and show the passion you have for it.

Don’t go into meaningless detail on this or that, and avoid being clinical at all costs. You can be specific while still leaving things artfully open-ended, and tap into common and easily communicated themes and concepts that tend to get people amped up and excited. Make it sound totally unique and different from anything they ever could have worked on before.

Passion is highly contagious. Creative people are especially prone to contracting it. 🙂

Once they’re hooked, I move onto the next step, which is

2) Define what you want.

Now that they’re excited about it, explain exactly what it is you want them to do. Take what solid, concrete ideas you have, and communicate the essence of the concept as simply as you can. This should be in fairly broad strokes, so leave out the number of wrinkles in the face or the color of his clothes if it’s not vitally important.

Paint a reasonably detailed mental picture that still has blanks to be filled in. But when you explain it, make it clear that your ideas are fairly well developed and that there is a particular look that you’re going for, and that he shouldn’t stray too much.

But it’s important to leave some parts of the image deliberately fuzzy, to give them some extra room to work with. Which leads me to the final step:

3) Give them a playground.

Once you have them really psyched up about the idea and the work, and you’ve laid down the ground rules and let them know where to tread lightly, take what fuzzy and undefined parts of the concept you want created and talk them up even more. Take an example of some of their other work, or something you think (or know) they love that suits your purposes, show it to them and say something like “I REALLY like what you did in [url to image] and [url to image], and I think it’d be really cool if you could go in a direction like that with the background. I trust your judgment for cool stuff like that, so go crazy! I’m really excited to see what you come up with! :)”

The point is not to lay down so many creative constraints that they feel choked off or stifled. And, conversely, to take the areas that you KNOW are undeveloped and make them sound mysterious and exciting, and make them WANT to fill them out and infuse them with their creativity.

I find that if I don’t make the areas I haven’t got a clear idea of sound interesting, it ends up sounding boring and undefined and I’ve essentially given them no incentive to even try to make it interesting. And, naturally, their creativity finds an outlet in areas I don’t want them to get too creative on.

If I give them a very clearly defined area in which to be creative, they’ll go nuts with that and make something really fun and interesting, and deliver on the core concept I gave them.

That’s one of the more interesting lessons I’ve learned in the past few months. If you just give someone a sense of your passion and excitement about the work you’re giving them, lay down a few ground rules and then give them a little playground to play in, you can get some pretty tremendous results that you wouldn’t have gotten if you’d been too specific or too vague.

By doing it this way, I’ve had phenomenal luck negotiating lower rates and longer contracts out of some mindblowingly talented and hard-to-get artists simply because I got them to care about what they did and let them have fun doing it. 🙂

Learning In Progress #2: The Character Tree

The project I’m on is a small-scale MMORPG. As is typical in this type of game, your character is always on the hunt for newer, better pieces of armor. That requires a significant investment in creating new art assets for these armor pieces. There has to be a lot of them, they have to be varied, and they have to look cool. They also have to visually represent different levels of quality. i.e., common armor, special magic armor, and super rare awesome hard-to-find mythic armor.

The problem is — how do you keep track of that many assets? How can I show them off and make sure the visual progression makes sense and that each fits the game’s art style and color palette?

I struggled with that for awhile and one of NCsoft’s head art people worldwide showed me the character tree. It’s a giant table full of characters, each character occupying a single cell of the table. Here’s a mockup very similar to what I use:

Horizontally, the tree is divided into sections by the player’s class: Mage Armor, Ranger Armor, and Fighter Armor. Underneath that are class-specific armor types. i.e., Light Cloth and Heavy Cloth for the Mage, Light Leather and Heavy Leather for the Ranger, etc.

Vertically, it’s divided by the quality level of the armor: Normal Armor, Unique Armor and Mythic Armor. The lower you go on the list, the higher the quality the armor is.

It’s further divided up into yellow and blue cells. The yellow cells indicate an armor set that’s complete. The blue cell indicates an armor set that’s still in production and not yet complete.

When I put the characters on the tree, I place them visually where I think they belong in terms of armor quality. If one piece of armor looks dramatically better than another, then I’ll move it further down the table and leave gaps in between them. Seeing those gaps shows me visually where the progression of low quality armor to high quality of armor breaks down. That way I can know where to start concepting a new armor set to fit in and maintain that logical progression.

I have a five foot by five foot printout of this character tree on my wall. I refer to it constantly, put Post-Its all over it to give me notes, and I have a special template that I can paste new armor sets onto, print out, and cut out to paste individually into cells instead of replacing entire sheets simply because I updated one asset. 🙂

The biggest benefit of this character tree is to be able to see at a glance how many armor pieces are in the game, how many are completed, and how many are still in production. I can see how the different pieces of armor relate to each other visually, I can see what the name of that asset is, and I can rearrange it easily.

Seeing the entire series of character armor sets in the game was tremendously valuable and has helped me plan art production more effectively and keep track of things like never before. Having it ALWAYS on my wall instead of in pure digital form has been vital. It’s also helped me realize some mistakes I made in other areas.

One of the initial mistakes I made on the project was choosing exactly which armor set was what quality at the outset of production, and naming it that way. i.e.:

Human Male – Mythic Leather Armor 2

All the filenames would reflect that:

Human Male – Mythic Leather Armor 2 Helm
Human Male – Mythic Leather Armor 2 Boots
Human Male – Mythic Leather Armor 2 Body
Human Male – Mythic Leather Armor 2 Shoulders
Human Male – Mythic Leather Armor 2 Gloves

But if I place that asset on the tree, and it looks more Unique than Mythic, and I decide to move it, I have to rename it. You can’t call a Unique piece of armor Mythic! It gets confusing, and creates two names where there was previously only one. In the game it may be Human Male – Unique Leather Armor 4, but all the data still points to files that refer to Human Male – Mythic Leather Armor 2. That requires renaming the MAX file, renaming all the textures, renaming all the materials, re-exporting the model, then going through all the multiple data files and renaming everything and testing to see if it all still works. It’s HUGE pain in the ass.

I didn’t realize it was a problem until I started moving characters around on the tree and they took on drastically different roles than they were originally intended, even though they were called something else using the same terminology. So, in the interest of flexibility, I started naming the armor sets generic names like Cloth 1, Leather 2, Plate 3, etc. That way, the designation of quality (Normal, Unique, Mythic) is totally stripped from it and it can be shifted around easily. The filenames are also shorter, take less time to type in and are less confusing overall.

I never would have realized that if I didn’t have a way of visualizing all our characters and quickly rearranging them! Once you put them all together, the difference is incredible.

Other things I have added or will soon add to the character tree is a text readout of how many characters there are, how many are finished, and how many are still in production, how many color variations exist, and so on. I’ll also have small color-coded tabs on each piece to show what color variations exist for that piece of armor. There’s no reason to waste 10 cells on a single character in red, blue, green, purple, etc, when I can show the normal version and have small color swatches tell me exactly that while taking up less space. 🙂

I also have a version of the character tree for creatures, which organizes them by race (Orok, Mutant, Fade, Whisker, etc) and role (Melee, Ranged, Caster and Boss). It makes coming up with new monsters incredibly easy when you see one race missing a mage, or a giant bruiser!

I’m also going to develop the same type of visual progression for all our weapons. These constructs have been immensely valuable to me in doing my job better, and I’m still refining them.

Does anyone else work with data like this? If so, what other types of meaningful information might I include on these trees to help me direct better?

Learning In Progress #1: Sorting asset submissions

Here’s a peek into what I do day to day and the things I’m learning, from broad concepts to specific ideas. I don’t know how informative it’ll be, but I’d like to document it anyway.

I currently lead a team of 11 remote contractors, down from a peak of 14. Sorting out the data they send me is starting to get pretty tricky. The way I’ve BEEN doing it is by organizing them with a directory structure like this:

Bob Contractor
– submission01 (unique male leather armor 1)
– changes (helm modification)
– submission02 (unique male leather armor 1 fixes)
– submission03 (unique female leather armor 1)

The ‘changes’ directory is where I modify the file myself, save it, and send it to the contractor. I put it in a separate directory so I can better sort through the files I save myself, and the files the contractor sends me.

The main problem with the way I’ve set it up is that I get SO many separate directories under each contractor. I’m up to ‘submission30’ for one of my artists, and the sheer amount of files is overwhelming. Files can get mixed up sometimes and it’s hard to tell what the latest version of something is.

An idea I’m toying with right now is custom naming every file with a date prefix and dumping it all into one large directory. So it’ll look more like this:

Bob Contractor
(01-19-2007) File 1.max
(01-19-2007) File 1.tga
(01-19-2007 JJ) File 1 changes.max
(01-20-2007) File 1 fixes.max

It’ll all be in one directory, sorted alphabetically AND by date because of the filenames I gave them. Files I’ve sent back for changes have the ‘JJ’ flag, because those are the initials of my name. When I approve an asset, I already have to resave and rename the files and move them to the project directory, so giving them different filenames here prevents me from accidentally assigning textures to the model outside of the project directory (which gets ugly in the game). It fits in pretty well with my existing workflow, while also giving me a quick at-a-glance view of every contractor’s assets and the last time I received a submitted asset from them.

All I have to do to maintain it is, when I receive an asset submission, add the date onto the filename as I save the file to my hard drive (which I already do anyway, so it’s not an extra step).

I don’t know if this is the best way to do things, but it’s the best idea I have right now and I’m moving forward with it until I get a better idea. 🙂 Any thoughts or suggestions would be welcome.

[UPDATE] I talked to some more people about it and the most stupidly obvious answer eluded me — set up an FTP account, give my artists some basic file naming convention directions, and let THEM do it. No more sorting through old assets, no needing to rename everything… just let THEM take care of it. Problem solved! Can’t believe I didn’t think of it sooner, but I’m glad I asked around. 🙂 [/UPDATE]

Portfolio Tip #2: Name and watermark your images.

This is a really important one that I only touched on briefly in my Your Portfolio Repels Jobs article.

If you’re emailing your portfolio around, or even if it’s just on your website, name and watermark your images. Put your name, site URL and email address in the corner of every image so it’s noticeable but not annoying. NEVER cover up what’s in the image.

Also name it something helpful like Jon_Jones_Character_Artist_ManWithAxe.jpg. Keep your name in it, and on it.

This is the way to think about it: If this image were removed from my website and sent around at random and was removed from ALL context, how would someone that looked at it be able to find me?

Make it as easy as possible, and don’t assume that people will want to try very hard to find you. Even if they WERE willing to try really hard to find you, make it easy anyway. Take any advantage you can get, no matter how small.

Be accessible!

Portfolio Tip #1: Don’t include art tests in your portfolio

This one should be pretty obvious, but most people don’t think about it. I see this a LOT. I’ve even done this one before. 🙂

Think about it: If you’re applying for a job and include an art test in your portfolio, that means you failed it! The result is that YOU look like a failure.

Avoid the appearance of failure! Look like a winner!

Secondly, realize that you’re not the first person that’s done that particular art test. You’re also not the first person to put it in your portfolio. That means that the company you’re applying at has probably seen this exact art test already, done by someone else, and possibly done better. So, not only does the person reviewing your portfolio see something you failed at, but he might also think “Man, that other guy did a better job.”

Ideally, your portfolio should be full of unique content that can’t be directly compared to other peoples’ work. That’s why that, although it’s tempting to model the coolest characters or enemies from every popular new movie or TV show, that’s what EVERYONE else will be doing, too. Be unique and set yourself apart.

Avoid comparisons! Be incomparable!

Finally, if you received proprietary materials for the test and you include that in the material you show in your portfolio, that’s very bad form. Even if you’re not under a non-disclosure, be respectful.

Productivity Tip #6: Windows shortcuts to commonly-accessed folders.

During the course of my day, I access many, many different directories at the same time. I hate having to navigate to them manually through Windows Explorer (My Computer, C:, project directory, art directory, avatars directory, male character directory, texture directory…) I also hate having to type in the entire thing by hand.

So I found a very simple solution. On my desktop I made a folder called ‘WORK.’ I open an Explorer window, navigate to a commonly-accessed directory, then right-click and drag the directory into my ‘WORK’ folder, and click ‘Create Shortcut Here.’ I repeat this for every directory until I have a small list of instant shortcuts to the directories I want.

Now, anytime I need to access a directory, all I have to do is open my ‘WORK’ folder and double-click on the directory I want. Voila! No more wasting time navigating to the directory every single time. I’ve saved time!

Where else can you save time like this?