TA: Keeper of the Pipe v1.7
Ross Patel (rpatel@crystald.com)
This doc will
explore art pipeline
development, and the role of a Technical Artist (TA). There are 3 major
variables that need to be addressed when creating an art pipe:
¨ The artists in the pipeline
¨ The existing tool
chain and its engineers
¨ The project timeline and the managers/producers who
schedule it
Due to the
advent of per-pixel
lighting, game development has seen a huge bloat in asset production, both
in the complexity and the sheer number of new assets.
Most of the pipelines require a change, but legacy
systems prevail and developer
tools and procedures have not kept up. The future of game development
rests in solid tools, and the success or failure of a game idea stems from the
responsible planning of those tools and the training behind it.
In the past an
art director or discipline lead (characters/environments) could interface with
the coders and flesh out the tools that they needed. Now that same lead / art director (AD) has four times the assets to
direct and a team of many more artists to manage. Splitting his time
between managing his team and prototyping tools means that the artists have
less creative direction. A TA can have 2 of
these tasks delegated to him: to monitor building conventions and to prototype
the appropriate tools.
Understanding the sudden bloat in development helps us understand how critical
it is to develop an efficient system to identify,
ratify, nurture, promote,
facilitate, and channel creativity. All these essentials will be
explored in this document in respect to game art pipelines.
Every department in the development of a game needs to figure out what the
developers need to do their job better and help propagate creative
products. The best way to do that is to facilitate communication between
the people that need it (content creators) and those that build the tools(engineers), all the while making sure the direction
you are heading is in-synch with grand scheme of the project, the studio, and
perhaps even the corporation as a whole. Prototyping the systems with
that information is the next step. It is important to start small and
plan big with these prototypes. Make sure each prototype covers all your
foreseeable bases with each test.
So how
does a TA help make this happen? Let’s explore where he fits:
Establish
communication between depts
A TA is a game
developer that links the tools department with the art department. The
needs of the artists’ and programmers must be equally represented (via the TA)
to one another. This way all the artists have a contact to explore ideas
concerning their art production. They need to know they will
be heard by those creating their tools. In addition to the
representation; the TA should be a master of these
tools and help guide the process. He is the man who understands the needs
of everyone concerned with the pipe. He is the pipe expert.
Now that we
see where he fits, what does he produce?
TA produces a pipeline
He doesn’t
produce art that necessarily makes it into the game. He produces an art
pipeline used to make the game. An art pipeline describes the tools and
systems (procedures associated with those tools) used to bring said art from
the concept phase all the way to post-production. Pipeline tools shouldn’t be confused
with art tools like painting and modeling applications. Pipeline tools transport content from
one phase of the development process to the next. The more time an artists spends using pipeline tools the less he spends
making content. Having a TA ensuring the increased productivity of an
entire art team is invaluable. The TA’s goal is to create tools and
systems that are lean and efficient. He is trying to tap the creativity
and exploit it at its purest and most efficient rate, while still keeping the
process exciting for the content creators. This won’t happen if he doesn’t
have their priorities in mind.
Balance
the pipe between efficiency and creativity
The TA has to
assess the type of artists in the pipe and accommodate them. Too many
efficiency procedures for non-technical / individualistic developers stifle
creativity. The strive towards efficiency on the
TA’s part can go too far. Game artists often choose the job they do
because it affords them a certain level of creativity. Real-time
constricts us as it is; turning your art staff into button pushing,
procedure-driven drones will sap your game of creativity. The tools have
to be transparent to the user, but you need to be aware that transparent means
different things to each group. If you take the same tools and try and
make the same game with two equally talented art teams with completely
different cultures . . . you will need different systems. It’s the TA’s
job to find the balance between ultra-streamlined efficiencies and disorganized
free-for-all art production as it applies to each art team.
Collecting
user feedback
Achieving this
balance comes from user feedback. Tools are designed for the users, in
this case, artists. They have to trust, respect, and feel comfortable sharing
their findings/concerns with their TA. It is essential that the TA forms a solid relationship with them. The quality of the
tools and ultimately, the pipeline, depend on this. The best way to familiarize
the TA with the art staff is to stick him in the trenches with them for a
period of time. Not just in the same vicinity, but using the tools to
create the art. If he can identify who has clout, where the leverage is
and form a good relationship with the key players (hopefully the senior artists
on the project) he can pool suggestions and concerns efficiently.
Identifying
the artists’ needs from their ideas
If an artist
has an idea to improve the pipe it’s the TA’s job to identify the need that spawned the artists’ idea and
address his issue. Stuck in the trenches it’s hard for content creators
to see the big picture. The TA can help the artists’ understand that
their ideas establish the needs which spawn the
tools/systems that make the pipe work. The TA is the consolidator, prototype
artist, and the systems designer for each task in the pipe. He is there
so that the artists keep their head in production while he can keep his head in
prototyping. A good TA knows this and it’s reflected in his attitude.
Building
rapport with the tools engineers
In addition to
surveying the systems as a user and developing a close relationship with the
artists, it is important for the TA to develop a solid working relationship
with the technology/tools department. He must build the same level of trust and
respect from these engineers as he does with the artists.
The tools dept
will trust the TA if they feel he can distinguish between what the artists ask
for and what they actually need. The tools engineers are the authority in
understanding how their tool works and how it was built, and can therefore best
determine how to implement any functional improvements. A nice exchange occurs
between art and code
through the TA. He makes sure the best ideas are thoroughly explored,
documented, and facilitated. He produces a pipeline from the perspective
of both the artists and the technology developers.
Harmonizing
Art with Code
Harmonizing code and art is
difficult. The art staff isn’t always aware of how a small change in the
tools, like an undo feature can mean countless hours for an engineer. If
they develop a relationship with the TA he can help them empathize.
Similarly, coders might not appreciate how a mathematically perfect UV
map isn’t our highest priority.
Refining
the tools and systems
Jumping ahead
to an existing tool; the TA should be the one who
unlocks the power of the tool and exposes it to the art staff. The art
staff should run with the tools and the ideas and share their concerns / wants
/ suggestions to the TA to refine/push the tools even further. This
includes both the features of the tools and the processes associated with
them. If the communication line between the artists and the TA is smooth
then the tools/methods will reflect the needs of the artists. This really
is the key to refining robust and efficient tools and systems.
When
to introduce tools / Avoiding feature creep proactively
Once the tools
have been prototyped they need to be brought to a beta phase (planned feature
lock). I believe this is a great way to avoid a particular nasty strain of
feature creep. It is a mistake to release untested tools to art team
because they tend to suggest ideas to circumvent broken systems /
features. If enough of this goes on people lose faith in the tools department
and nasty repercussions lay ahead. Learning new tools is sometimes frustrating.
Learning new bug-ridden
systems is even worse. Bring the tools to beta, and then release them. The art
team will be more receptive to the pipeline this way. Especially if said
pipe is radically different than how they are used to working.
Building
Rapport with Management
The most
important relationship the TA will have is with his producer and his art
director. They are his guides. The TA should be well plugged into
the senior staff and management of each department that uses the tech.
The producers and managers see the studio and projects from a wider scope, and
can direct him appropriately. In turn the TA can help gather data that
can help schedule the art tasks. Simple applications that measure the
amount of time spent in any given app (active of course) can help chart the
bottlenecks. In pre-production these tests and evaluations can set the
bar for asset production time. The TA can be the point man for this and
other technical tasks that stop the AD and producers from their primary
task. Once he has been given these tasks the TA becomes a good barometer
for anyone concerned with the health of a pipeline. Being the pipe expert; the managers could use him to quickly gauge the present
situation of the pipe and responsibly project the future of content
creation. Once in production the TA could be the go-to guy for building
conventions issues, monitor the art asset creation in this technical
respect. If he does his job right; he can help
the leads focus on tasks only they can perform.
This was a
brief snap-shot explaining some of the key functions a
TA plays in designing and maintaining an art pipeline. The key things a
TA can do for the pipe are:
• bridge the communication
gap between the art and tools depts
point-man for the art pipeline (or a portion of it)
• find a balance in the
pipeline between efficiency and creativity
• collecting user feedback
• harmonizing art with code
• build rapport w/ artist's
/ develop empathy with the artists / learn their existing tools and systems
• identifying the artists
needs vs. desires
• after establishing the
needs, refining the tools and systems
• building rapport with the
tools dept
• stress testing tools and
systems in pre-production / Avoiding feature creep proactively
• build rapport with
Management / collecting data to set art milestones / keep management tapped
into the status of the pipe
• maintaining building
conventions, trouble-shooting and maintaining the health of the pipe during
full blown production