Art Direction

  TAO YUZE 0366967 

Bachelor fo Design (Honours) in Creative Media



Group Link Collection:

- Interview with subtitle

https://drive.google.com/file/d/1hpbbaKTbAgLAo4zG0n52f41iueT_hpga/view?usp=sharing


- Exercise - Written Report:

Business & industry

https://docs.google.com/document/d/1cm-GhIuLYI5MQG7YrQa4Nt1am907sh7iJw3Vu83uPfs/edit?usp=sharing                                        


Production Structure & Pipeline                            

https://docs.google.com/document/d/1ZPVu2yjmCzGQLZk6vRe_UaI7HlkpXXn8/edit?usp=sharing&ouid=109591768481337919740&rtpof=true&sd=true                                                                                                                                                                                        


Art Director:                                                                   

https://docs.google.com/document/d/1lte80PydVXvOqXjLdbcaOrp1PS4iUDZZW8d5Ilr8kc0/edit?usp=sharing


Art Direction : 

https://docs.google.com/document/d/124wzPJhB8WZ0EPauj3Ud5mfvGQlMUmPe-1b79RyCXzI/edit?usp=drivesdk


- Exercise - Weekly Project Management Report

https://docs.google.com/document/d/109XSSTUrLK7JGkR_TXV_219Jo_qoao3C_Ib__WxVCxs/edit?usp=sharing


- Presentation for exercise

https://www.canva.com/design/DAG1F4AK3vY/4sD5JJhU1Lp6ZGnRvUJDww/edit?utm_content=DAG1F4AK3vY&utm_campaign=designshare&utm_medium=link2&utm_source=sharebutton


- Miro Project 1 (moodboard n sketch anything is fine can put) https://miro.com/welcomeonboard/UmwxU0pCQmU0bDh5Mk5sQ3FoMnczbnI2Yk5sclRheHpNVFRlUmJ2bUxYTXA0T05FM1oxSlBSbmgwOWcrRFo5ZGdQUDkyZUxnNGNFbXFLUFpaK3RwZHdKTDMxblJydUZNRVd2eFBjNVZhcUFlMFl2U0xIdTFmNE40MmZVMDJ3OHRyVmtkMG5hNDA3dVlncnBvRVB2ZXBnPT0hdjE=?share_link_id=715978910609 


Exercise1



In this exercise, our group needs to interview a real creative company and obtain information from the interview about the workflow of the commercial creative industry and analyze them.

My job in the group collaboration is to find and contact companies and interview them. My ultimate goal is to work for a studio in China called "Huaxing Huichuang Co., Ltd.". The company is responsible for art outsourcing projects for some game projects.





By contacting the company, I obtained the consent of the company's head, Mr. Xing, to conduct an interview. Before the interview, we needed to submit the questions we wanted to ask to the company for review in advance. Due to some privacy and legal reasons, some questions could not be answered.

In the final list of questions, we decided on the following as the content of the interview: 

1. The composition of the game concept art team 

2. The team's management 

3. The basic process and milestones of the project 

4. Mr. Xing's personal introduction and company introduction 

5. Career advice for current creative majors

And the sub-questions derived from the above questions (see the interview transcript link for details)


Based on the information obtained from the interviews, I summarized the basic content structure of productization and pipeline:


Production Structure & Pipeline


Our production model balances creativity with predictable delivery. The organizational structure groups specialists into six collaborating units: Creative (ideation, tone, references), Art (2D concept, 3D modeling, surfacing, animation, VFX, UI), Tech/TA (engine integration, tools, performance budgets), Production (planning, resourcing, risk), QA (functional and visual validation), and Client Services (briefs, reviews, approvals). Creative direction and TA form the backbone that keeps style and performance coherent from day one.

The pipeline runs in five stages. Concept produces moodboards, rough sketches, and a lean brief to align scope and audience. Pre-production locks visual language and delivery targets through style guides, keyframes, and storyboards (or model sheets/turnarounds). Production converts plans into shippable assets and features: models, textures, rigs, UI, VFX, plus an engine-playable prototype. Post focuses on integration and polish—lighting and VFX tuning, LODs, memory/CPU/GPU budgets, and regression QA. Delivery hands off a stable build for client acceptance, with source packs and documentation.

Primary tools include Adobe Photoshop (2D paint and overpaint), Autodesk Maya/3ds Max (modeling/animation), Substance Painter (texturing), and either Unreal Engine or Unity for in-engine assembly and performance checks.

Typical timeframes for a mid-scope engagement: Concept 1–2 weeks, Pre-production 2 weeks, Production 4–8 weeks, Post 1–2 weeks, then Delivery on the final day. Milestones track “Direction Lock → Style Lock → Playable Prototype → Optimization & QA → Gold.” 







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