Sunday, 23 January 2011

More research

While researching environment, I decided to try my best to contact as many games companies as I could to see if I could get an interview with their concept team. After many emails harassing their staff I managed to get an interview with Ninja Theory's lead environment artist Jim Waters, the following is the transcript...

Can you give us an idea of the games you've worked on? 
  • I Trained as an Illustrator and started career as a designer in the theme park industry, doing concept art, traditional model making, construction drawing and scenic art
  • I Joined Codemasters in 2002, worked on LMA manager 2004, LMA manager 2005, LMA manager 2006, Club Football, Club Football 2005, Brian Lara Cricket - I worked as a UI artist, environment artist, FMV artist and R+D artist over the course of 4.5 years
  • I Joined Ninja Theory in 2006 and worked on Heavenly Sword as a Senior Environment Artist, Progressed to Lead Environment Artist on Enslaved, and I am now working on DMC 
Can you describe the process that you go through when designing an environment? 
  • From a practical point of view, work closely with Art Directors, Designers and fellow Environment Artists to holistically approach the level from various standpoints so as to allow for a smooth, unified development workflow, allow time for regular updates to all involved, ensure regular concise communication between all departments.
  • Artistically, work from the overarching mood set by art direction, rough out the level in simple geometry, have a wander around in UE3, get a feel for the spaces involved, and the pacing and contrast of those spaces. Add rough lighting at this stage as well, this can change how you feel about the overall size/atmosphere of a space
  • From initial concept art, work out a rough asset list, this will allow you to budget authoring time for your project more efficiently and allow you to focus on the most important elements of your environment. Also, agree an overall workflow with any other parties involved, this will enable a much more coherent end result.
  • Work up assets in detail, add to level as soon as possible, especially if working with several other artists, this allows early balancing between textures and approach, if you need to make changes, the earlier the better!
  • Have regular quality reviews and be harsh on yourself. Prioritise reworks to ensure most important jobs are always completed first. 
What would you say are the most important things to consider when designing environments? 
  • Readability and Believability - can the player see where to go in the level from a functional point of view, does your art placement support this? Does your environment make sense? It is all too easy to jumble assets together and lose sight of the perceived narrative function of any given asset or collection of assets in the world.
  • Working within your budget, yet remaining creatively vibrant. 
Is it becoming harder to think of original ideas for environments? 
  • Not really, it's always a massive challenge, and always will be. Approach from as broader range of reference and artistic knowledge as possible, try to think unconventionally in terms of high level concept. Never accept the first idea that comes to you, push it around, add to it, take from it. Don't be afraid to try something different.
 What would you say are the best examples of environment design in video games? 
  • Resident Evil 2,4 and 5, Red Dead Redemption, Uncharted, Ico, Final Fantasy vii and viiii. (Probably loads more, This is just my opinion this morning...)  ;)
Would you say environment design in video games is different from other mediums? 
  • Only in a technical sense, the application of artistic and creative knowledge needs to remain foremost in anything that is visually challenging and stimulating. 
Are there any common pitfalls with environment design? 
  • Disregarding or losing sight of the functional requirements of the art that is being created
  • Technical inconsistencies between artists - unify your workflow approach when in a team.
  • Adding too much stuff! It can be all too easy to clutter a scene, can the player see where to go? Take regular screenshots, overpaint them to help keep yourself in artistic control of your scenes. 
What is your best advice for anyone wanting to do environment design as a career? 
  • Do it with full commitment and passion. Be inclusive of the ideas of others. Work as a unit with other members of your team. 
Would you say character design has a large impact on environment design? 
  • Ultimately the Art Director will be putting together the overarching view of the world and the characters in it, therefore establishing the environmental narrative early on and setting visual rules/frameworks for the Environment art team to follow and create within. 
Are there any environment design 'bibles'? or best books on the subject? 
  • Not to my knowledge. sorry. The only info I have ever had regarding the subject has been at a practical level during my career. 
Is there anyone in particular you admire in the field? 
  • Anyone who has gone through the process to create something visually compelling and performing in frame has done a damn fine job.  ;)
  • The vast amount of talented and hardworking colleagues who have taught me through my various jobs over the past ten years.
Jim's interview was very insightful and reinforced the requirement for research and creativity when concepting.

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