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
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
- Miro Project 1 (moodboard n sketch anything is fine can put) https://miro.com/welcomeonboard/UmwxU0pCQmU0bDh5Mk5sQ3FoMnczbnI2Yk5sclRheHpNVFRlUmJ2bUxYTXA0T05FM1oxSlBSbmgwOWcrRFo5ZGdQUDkyZUxnNGNFbXFLUFpaK3RwZHdKTDMxblJydUZNRVd2eFBjNVZhcUFlMFl2U0xIdTFmNE40MmZVMDJ3OHRyVmtkMG5hNDA3dVlncnBvRVB2ZXBnPT0hdjE=?share_link_id=715978910609
Exercise1
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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