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Tim Dean Art Director Central Media Microsoft Game Studios
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Visual Targets Visual targets are images intended to depict the artistic vision for the game Clearly communicate visual goals Think about the vision Be reasonably possible in engine
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Getting Inside the Box The Box Experiment Volunteer? Schrödinger cat
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What’s All This For? The right picture can be worth more than a 1000 words. Goals All stakeholders understand and share the vision Vision can be clearly communicated to others Team gains momentum with management and/or publishers
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Worth the Cost? 50-person team + $10,000,000 Budget = $200,000 worth of decisions per person 50 people x 24 months = 1200 man months or $8,333 per man month 20-person art team – 2 months going the wrong way = 40 man months or $333,320 wasted dollars 3 + additional artists
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Visual Targeting Process Reference gathering Concept art Visual targets Style guide
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Right Audience at the Right Time Visual Targets Concept Stage Reference Stage Team Upper management Publisher Marketing Extended team Contractors Participants
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Design Brief Stylized exploration game with kids as the heroes Location as a character 3 rd person Mysterious Story focused
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Photo Reference Style Blade Runner & Crackdown Structures Coraline & Lemony Snicket’s Lighting Dark Stormy & Bright evening sun Effect Frame Jitter & Bloom
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Share It
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Goals for Reference Composition Mood Lighting Texture Materials Details Effects
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The Concept Is My Target, Right? Too many teams start and stop here Concept from MGS archives
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Goals for Concept Art Don’t let these be your first and last steps Explore styles Create mood Build the fantastic Concept from MGS archives
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Mood vs. Execution Experiment early to find the magic Pieces don’t need to be photo-real, just inspire Iterate Inspire Concept from MGS archives
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Test Assumptions Concept from MGS archives
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Partner with Other Teams User Research 7,300 lab and home studies 5,000 online surveys Audio Marketing Biz Dev Your devs
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Experiment Visual Target from MGS archives
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Prototype
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Final Target Visual Target from MGS archives
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Gears of War 2 - Concept Gears of War 2 © Epic Games
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Visual Prototype Gears of War 2 © Epic Games
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Final In-Game Image Gears of War 2 © Epic Games
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Kick Off Graphics Conversation Identifying the Key Visual features Character Outline Shaky Buildings Cross Hatch Shader Visual Target from MGS archives
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Style Equation What is the essence of your game? Distill it down to a detailed list of rules Body proportions are mostly correct Feet 20% bigger, torso shorter, legs longer Lighting is always at dusk or dawn Everything is moving and alive Edgy but not scary or cartoony
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Goals for Style Guide Identify key concepts Define style direction Determine tech Drive conversations
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Staying Ahead of the Curve? Look at your competition now and in the future Understand your team and tech Visual targeting for two years out is hard, four-plus years is impossible
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Lessons Learned Targeting with laundry list of features Operating in a vacuum does not work Self-reliant artist can get more done Find the right people Be involved and engaged
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Anyone Can Become a Genius 10,000 hours of practice separates someone who is good from someone who is brilliant The Beatles played eight hours a night, seven days a week. When they became popular, they had already performed ~1200 concepts
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Worth the Cost? While games can get signed with one great video or a few good screen shots, lack of vision or the inability to communicate it has killed a lot more
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Key Takeaways There is no template, so be flexible Make cool stuff Get people excited and on the same page Understand how’ll you get there, so you can plan to be there
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