Transitioning from solo projects to working as part of a large team can be tricky to navigate. Creating collaboratively requires excellent communication, tact, empathy, ego management, and a host of other skills that can make the difference between being someone that pushes the team forwards and someone who holds it back. If you get it right, there’s a huge amount to be gained both personally and professionally from working as part of a pipeline.
A senior concept artist in video game development, Thomas Mahon sees working on a pipeline as an opportunity to grow in ways that might be left if you only ever work undeveloped alone. A shift in perspective is needed, though. "On a team, the artwork doesn't belong to just one person, it belongs to the project as a whole, so a level of conformity is expected," he says. "It's likely you'll have to hand off work to another artist, and being flexible with your style is valuable."
When you first arrive, it's important to grasp the workings of the whole pipeline you're part of, especially the technical limitations. "Not knowing the constraints can lead to bolder designs, but it's good to be aware of the rules before you bend them," he says.
OVERCOMING LIMITATIONS
It may feel as though technical constraints are holding you back, but Thomas points out their presence often results in greater creativity. If the game you're working on targets lower-spec hardware, it's a chance to do something else. "You have an opportunity to make something timeless with strong art direction that embraces its limited scope," he says.
Diese Geschichte stammt aus der July 2023-Ausgabe von ImagineFX.
Starten Sie Ihre 7-tägige kostenlose Testversion von Magzter GOLD, um auf Tausende kuratierte Premium-Storys sowie über 8.000 Zeitschriften und Zeitungen zuzugreifen.
Bereits Abonnent ? Anmelden
Diese Geschichte stammt aus der July 2023-Ausgabe von ImagineFX.
Starten Sie Ihre 7-tägige kostenlose Testversion von Magzter GOLD, um auf Tausende kuratierte Premium-Storys sowie über 8.000 Zeitschriften und Zeitungen zuzugreifen.
Bereits Abonnent? Anmelden
Jan Wessbecher
Dominic Carter talks to the visual artist about creating his own comic and why sketchbooks are great for creative experiments
Kyounghwan Kim
The Korean character concept artist speaks to Dominic Carter about staying open to ideas and the value of drawing regularly
Slawek Fedorczuk
Dominic Carter talks to the concept artist about what keeps him motivated and the advantages of using physical sketchbooks.
Raquel M. Varela
Raquel is inspired by magic, fantasy and fairy tales. She loves designing female characters from distant worlds. \"My greatest reference is Loish's art, thanks to her I learned to draw the movement and fluidity I like to convey.\"
Estrela Lourenço
Estrela is a children's book author and illustrator. Her work is influenced by her background in character animation and storyboards for clients such as Cartoon Network, and she channels comic strips like Calvin and Hobbes.
Daria Widermanska
Daria, also known as Anako, has been drawing for as long as she can remember. Inspired by Disney and classic anime, she loves creating new characters and often finds that a single sketch can spark a unique story.
Allen Douglas
Allen has been painting professionally since 1994 for the publishing and gaming industries. Inspired by folklore, he distorts the size, relationships and environments of animals, and calls his paintings 'unusual wildlife'.
Thaddeus Robeck
Thaddeus has been drawing from the moment he could hold a pencil, but it was the 2020 lockdowns that gave him the time to focus on honing his skills.
DRAW FASCINATING SYMBOLIC ARTWORK
Learn how JULIÁN DE LA MOTA creates a composition from his imagination with a focus on crafting figures, volumetric modelling, and light and shadow
First Impressions
The artist talks about his journey into the mythological world