UNIQUE
I specialize in creating the well crafted and brand-able. Before you even spend a dime on talent with my experience I can help you build confidence in an art style that will be different but work for your game.
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DEMOGRAPHIC
Don't have your team waste months and millions searching for that right art style. Let me analyze your target demographic and present viable options for your product. If you are going to spend on art, make sure it delights your audience.
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STYLE GUIDES
I specialize in creating the well crafted and brand-able products.With my experience I can help you build confidence in an art style, help you communicate it to your team and others.
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OUTSOURCE
It's the attention to details and clear communication that makes Outsourcing smooth. Have you checked all the boxes, thought through the contingencies? If not I can help you there.
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High overview

GREAT ART DIRECTION MATTERS

Having the right VISUALS for your gameplay matters. Not having the proper marriage can literally COST MILLIONS and ALIENATE your AUDIENCE. It’s all about FEEL to your players but behind the scenes there is a SCIENCE to it. Below is a taste of what good ART DIRECTION looks like. 

This however is only the tip of the ICE BERG. Great leadership is even more important. Being able to pinpoint the right style for the game is one hurdle, being able to CLEARLY COMMUNICATE it to your team and to external partners is another. I have years of experience leading teams, EMPOWERING artists and designers to thrive while PUSHING CREATIVES to think out side the box and DELIVER ON TIME!

LETS GET STARTED

Some games will blow you away. In those projects the art just feels right for the gameplay. There is a reason for that synergy. My personal philosophy are the 3M’s. MECHANICS, METAPHOR and MARKET. These three keys matter most in giving your audience the best experience possible.

MECHANICS

What is your gameplay, what is the core loop, and how do you plan to hook the player? How are you monetizing the game?

Metaphor

What is the world and narrative? What visuals work best with engine are you using? What talent do you have on the team? Who could you hire? What's the budget of the game.

Market

Who is your target demographic? What do they spend? What type of player are they? What types of games are they playing? What's important to them culturally.

HIGH LEVEL PROCESS

There is a lot more to Art Direction than just trying to make things look cool. Below you will see a very high level view of my process. 

ART VISION

Have to start somewhere. It’s key to define your product and your audience upfront. It can be done quickly and cost very little. Done correctly this will give the team some core pillars to rely on as the product takes shape.

Little bit of research, lot of visual reference, several visual design docs and dash analysis. Will net a fairly solid stick in the ground to create some pillars(Key Terms)

PROTOTYPE

Understanding the engine, your team, and timeline will get the ball rolling. Having competent arts to help move the process along to test out various methods will help gameplay prove out the fun. This will also give the ART TEAM some important metrics on how to build out the project. 

It’s important to understand how your vehicle is going to be build before you put a coat of paint on it. It doesn’t have to be pretty at this face, the key is to explore and quickly to make better informed and decisive actions. 

VISUAL TARGET

Building this visual target is key. Everyone internal and external will now have a visual goal to reach towards. This bench mark should help your team to push the boundaries and guide them through development.

We’ll start with the production concept out a portion of the space in engine or alternative 3D program to drive home the vision. 

EXECUTION

Like putting a cake in the oven, this is when the game comes alive. Once you have all the guides in place it’s all about getting it done. As a servant leader it’s my job to get what the team needs to be successful and get out of the way.

Each team varies in skill and culture, part of understanding the product is know your team and how to best use their skills. 

WANT MORE

If would like to see more in depth practical examples of the things mentioned above please reach out I would be happy to send privately examples of: 

  • Style Guides
  • World Building
  • Brand Bibles 
  • Pitch Docs
  • More