Leading from Behind

"I always remember the regent’s axiom: a leader, he said, is like a shepherd. He stays behind the flock, letting the most nimble go out ahead, whereupon the others follow, not realizing that all along they are being directed from behind."

-- Nelson Mandela, Long Walk to Freedom

Experience and Achievements

Cross-discipline collaboration
•    Experience working with Intellectual Property Owners, Business Development, Product Managers, Game Designers, Developers, Marketing, QA, and Human Resources professionals

Art Direction experience
•    Understand creative goals and vision of Stakeholders
•    Learn about project scope, timeline, and budget
•    Identify comparable products in the market
•    Learn about technical capabilities/limitations of platform
•    Provide recommendations for team size and composition including key roles
•    Guide Junior to Principal level contributors to achieve Stakeholders' vision
•    Maintain global view of Art Production
•    Maintain responsibility/accountability for quality and timely delivery all final artwork.
•    Maximize team moral, collaboration, creativity, and productivity

Internal Art Department Management experience
•    Manage 13 Artists from varying disciplines (Generalists, Production, UI, Marketing)
•    Develop Artist titles and career progression framework
•    Write and deliver semi-annual performance reviews
•    Determine compensation and merit increases
•    Recruit, Create Interview Guidelines, Hire, and Mentor new team members

External Art Team Management experience
•    Identify, negotiate terms, and train new vendors
•    Write vendor contracts and production orders
•    Track vendor productivity
•    Lead biweekly Skype calls with international teams
•    Lead individuals or teams of artists by providing direct and actionable written feedback
•    Ensure external teams have style guides, tools and templates

Production Management experience
•    Develop game feature budgets and production cost estimates
•    Produce feature production timelines
•    Identify areas for process improvement and tool development

Hands-On Art Production experience
•    Create identity graphics: Title Screens and App Icons
•    Create UI for new features, character designs, isometric designs, backgrounds
•    Skilled digital painter, vector artist, typography and layout, graphic animation and VFX

A Reflection on Art Direction

I have experience leading in-house and offsite team members from a variety of disciplines including Concept Art, Traditional 2D Animators and Final Line Artists, 3D Generalists, Technical Artists, Visual Effects Artists, Lead Artists, Marketing Artists, and User Interface Designers.  I am comfortable working with Junior Artists at the very beginning of their careers to Principal-level contributors - Masters of their craft.

My strength is recognizing and elevating team members' abilities and finding ways to bring complementary skill sets together, maximizing team moral, creativity, and productivity.

It is my job to lead Artists to achieve the Stakeholders' creative vision.  A Stakeholder may be an Executive or Principal, Intellectual Property Owner, or a team collective.  Regardless, it's my job to develop an understanding of the creative goals and vision, devise a plan, and bring the vision to fruition.

Visual problem solving is a process.  It's not about having the right answer every time.  It has more to do with asking the right questions and how well we work together to define our path forward.  The process involves organization, prioritization, mutual respect, open communication among team members, and iteration.  With these ingredients, teams can move toward visual goals acheiving a high level of creativity and efficiency.   Rather than top-down, my style of leadership involves providing a bottom-up foundation of support and information so that team members have everything they need to succeed in their role. 

Start with a plan.

  • Talk with Stakeholders to understand preliminary vision
  • Learn about project scope, timeline, and budget
  • Identify comparable products in the market
  • Learn about technical capabilities/limitations of platform
  • Provide recommendations for team size and composition including key roles

Flow into pre-production phase.

  • Our goal is to create a product that we feel excited about and translate this passion and enthusiasm to our audience or customer!  If we LOVE it, they are more likely to LOVE it.
  • Let's get to know our audience.  Then find where our interests intersect.
  • Gather our creative minds - Writers, Artists, Designers, Developers and the like - and start dreaming.  Notice which ideas we feel most excited about.  What ideas rise to the top?
  • Explore product mood and personality on inspiration boards.
  • Begin drawing pictures, story boarding, and wire-framing
  • Prototype these ideas and see if dynamic concepts are fun in real time.
  • Check-in with Stakeholders regularly and incorporate feedback
  • Collaborate with Concept Artists in defining Product Vision
  • Assemble a preliminary style guide defining the world, its inhabitants, features and UI
  • Build the internal team.  Recruit and hire to fill key positions.
  • Identify external partners, test their capabilities, negotiate terms

Roll into Production.

  • Collaborate with Lead Artist to further define style guide
  • Collaborate with Technical Artists to establish technical specs, tools, and templates for production teams
  • Collaborate with UI Designers on features, user flow, and experience
  • Translate Concept Art into actual assets
  • Collaborate with Art Producer to define all art needed for launch 
  • Maintain global view of Art Production
    • Define Directly Responsible Individuals or Partners for categories of assets:  Story, World/Environment, Character Design, 2D and 3D Animation, Features, UI, VFX, Video, Branding and Identity, etc.
    • Delegate tasks according to team member strengths
    • Guide team members' daily and weekly priorities
  • Maintain responsibility/accountability for quality and timely delivery all final artwork.

Test Product.

  • Test drive the product and collect feedback from Stakeholders and a broader audience.
  • Incorporate feedback

Repeat. Polish. Repeat.

  • With each successive test, improve artwork quality and user experience.

Launch.

  • Pre-launch, collaborate with Art Producer to establish post launch production support plan
  • Win Stakeholder approval
  • Achieve visual excellence and launch product on time!

Developing Mission and Vision

As we embarked on the pre-production phase of a new game, our  team collectively answered a series of questions designed to stimulate discussion, enhance understanding about the our mission and goals for the game, and move forward with a shared vision.  The process and individual questions can be modified to suit any creative development - a story, a film, an advertising campaign, etc.


We started with these questions:

What are we building?

  • Fiction
  • Style
  • Mechanics
  • Possible Constraints
  • Popular Comps

What fantasy or aspiration are we trying to fulfill?

Whose fantasy or aspiration are we trying to fulfill?

  • Audience age, gender, and location

What are the key components of the game that address the aspirations?  

  • Theme
  • Mechanism

Why will players come back to our game?

What makes this title a game changer?

What is the game's personality and voice?


Our answers form the Mission Statement of our new product:

WHAT ARE WE BUILDING?

We are using the engine to build on the theme of the Modeling Agency.

  • There will be a great focus on collecting clothes and putting clothes together in interesting ways

A fiction built around a Modeling Agency

As the head of a Modeling Agency, the player is required to recruit models, build out a wardrobe, and then dress their models for photo shoots and ‘walk offs’ that demonstrate a player’s creativity around the particular shoot’s theme or task.

A core loop focused on clothing collection

As a player progresses, he or she opens up additional clothing items by unlocking new designers and brands that allow greater customization and self expression during photo shoots and other events.

As a constraint of the engine, progression will be defined by signing up new models. However, the main goal of signing on new models is to unlock additional clothing options.

A sophisticated and glamorous art style

Given the focus on glamour and sophistication, the art style for the clothing is meant to be more realistic, and not cartoony.  The art style will likely be more streamlined / polished / mature given the move toward high fashion.

Importantly, the clothes in this game are key: they need to express the glamour of the fashion industry, and represent ‘aspirational’ outfits that are not practical in a real wardrobe but can build out a virtual one.

We are intending on building a game evokes the excitement and fast-paced nature of a Modeling Agency; we want to leverage the glamour of the industry, but de-emphasize its cut-throat nature.

Importantly, we are working within the constraints of the engine

Although we are trying to build a game that addresses the aspirations as defined, we need to work within the overall confines of our engine.

Popular Comps

X, Y, and Z


WHAT FANTASY/ASPIRATION ARE WE TRYING TO FULFILL?

The need for self-expression; the need to nurture our inner artist

Although we are not all artists, we nevertheless all have a desire to find and create beauty in this world.  We want to tap into this need to feed our inner artist and create a canvas in which players can create their own pieces of art.

The desire for social validation

We want to give each artist the opportunity to be celebrated.  We want to tap into the need for validation and the pride one can feel when creating and displaying a work of art.

The desire to be set free from the limits of reality; our dreams of leading a life that is more exciting and more thrilling than our own

We are looking to build a game that captures the glamour and excitement of a world we are not a part of.  We are playing on the daydreams we sometimes have for a life that is more dramatic and thrilling than the ones we lead.  We want to tap into our desire to escape from a world that can feel drab or routine, from a life that feels too ordinary.  Instead, we want to add color and excitement and glamour; we want players to feel like they are free from the limits of real life.


WHOSE FANTASY ARE WE TRYING TO FULFILL?

These themes are universal and apply to everyone - but for the sake of this title we are going to focus on building on the dreams / expressions that resonate more with a female audience.  Stereotypically, this means more ‘glamour’ and less ‘adventure’.

Our specific focus on glamour will likely target a young adult female audience (22 to 35 years old).  The classic dreams of an older generation may not align with our chosen theme.

We want to speak to females who look in their closet and see only ‘practical’ choices instead of exciting ones; women who yearn for a larger wardrobe but are restricted monetarily; women who love shopping, who read fashion magazines and who are fascinated by Hollywood or ‘high society’; girls who love Fashion Week and couture but may not feel confident enough to express themselves through their wardrobe currently.

The media that these women may consume include: A, B, and C.  They play games like X, Y, and Z.

This game is meant to target a relatively broad female audience, with a focus on North America and Europe.  Asia is not our initial focus.


WHAT ARE THE KEY COMPONENTS OF THE GAME THAT ADDRESS THE ASPIRATIONS?

A theme that conveys a glamorous and sophisticated re-imagining of the Fashion world

We want a theme that allows our players to dream about a bright future, set in a world that is exciting, fun, chic and breezy. We want to offer them an escape from the real world and from the realities and burdens of a real life.

A broad and extensive ‘palette’ and a dress-up mechanic that is complex enough to emphasize true individual expression

We want our players to be able to express their own creativity and personality in their creations.  We will build enough complexity into the dress-up mechanic so that players feel like they can truly customize their looks.  We will have enough breadth of choice in wardrobe to ensure that there is a style that suits each person and mood.  Players will also be able to pose models in photoshoots, giving even more freedom of expression.

A mechanism to highlight players’ creations, and a way for the public to comment on or rate the work

We want our players to have their work displayed for others, and for others to appreciate and accept its variety.


WHY WILL PLAYERS COME BACK TO OUR GAME?

An escape from their everyday lives

‘Owning’ an aspirational wardrobe allows players to escape from their world and feel like they are a part of the world of fashion.  The immersion in the glamorous world of fashion represents an alternative to the real world.

Continued play builds out your wardrobe, and thus increases the number of ways you can express yourself

Obtaining new clothing on a regular basis allows for more and more combinations and new ways to personalize the game.

Prepping for walk-offs or other key events

Players will look forward to walk-offs and other PvP events and will prep in order to show their best work.


WHAT MAKES THIS TITLE A GAME CHANGER?

We are not trying to be a game changer, nor to be the #1 fashion game in the world, given its build constraints.  However, we are part of a category with no strong leader and we believe we are differentiated by:

  • A clearer narrative and stronger character development than Covet Fashion

  • More freedom of expression in photoshoots than Covet Fashion

  • A more sophisticated art style and content than Campus Life

Agency is our first foray into creating two games that can be operated in tandem.

Our new game will be operated cooperatively with our existing product with regular cross-promotion between the games, as well as potentially joined content.  If successful, this will set us up to pursue more expansions of our current set of live games and to grow the franchise.


PERSONALITY AND VOICE

Although our game is set in the Fashion world where success is driven by external appearance, we are going to build a game with a different message, where internal beauty and authenticity are the keys to success.

It is also the story of the American Dream, where anyone can make it to the top.  The overall tone will be encouraging and supportive.

Agency is Jennifer Lawrence, not Victoria Beckham.  Agency is Anne Hathaway in The Devil Wears Prada, not Meryl Streep.

Agency is a story from Target to Dior.

Agency is the Copley Square mall in Boston, where women shop at Zara but aspire to shop at Tory Burch, Louis Vuitton or Tiffany’s nearby.

Agency is pastel pink or blue, not dark deep red.

Agency is not pretentious or arrogant, but authentic, accessible and inclusive.  Agency is chic, sophisticated, classy and sleek.  Agency is fun, creative, artistic, expressive and encouraging.



A NOTE ON DIVERSITY

We will feature mainly young women.  While we will promote racial inclusion, technical constraints prevent the game from featuring plus-size or more mature models.  We choose not to take an explicit stand on this broader definition of beauty.


Copyright (c) 2015 Pocket Gems, Inc. All rights reserved.

Career Progression Framework for Artists

Setting clear expectations about job performance helps ensure expectations are met and fosters a work culture of professional growth.  This framework provides examples of what reasonable increased expectations might look like for Artists who are new to their discipline, team members with more experience and capability, and many degrees in between.  Use this framework not as a checklist but as shared language to coach yourself or those you mentor.


I. ASSOCIATE ARTIST

Artists, new to the discipline, responsible for assisting other team members with day-to-day implementation tasks and documentation. In doing so, these employees gain key and relevant knowledge of their discipline and its functional relationship within overall game development.

ARTISTIC ABILITY

  • Demonstrate solid grasp of traditional skills including
    • Pen and paper concepts
    • Life Drawing
    • Color theory
    • Visual Priority
    • Value and contrast
    • Light source and shading to convey dimensionality
    • Texturing
    • Perspective
    • Anatomy
    • Facial expressions and emotions
    • Architecture
  • Be imaginative, creative, pay close attention to detail and have strong powers of observation
  • Able to work independently and as part of a team
  • Adhere to quality standards established in project’s style guide
  • Finalize assets originated by other artists

TECHNICAL SKILLS

  • Fluent in Adobe Creative Suite.  Able to create both raster and vector artwork.
  • Learn new methods, tech, or skills for improving job performance when asked to do so

MARKET PLACE

  • In tune with current visual trends
  • Proactively plays own game

ORGANIZATION AND DELIVERY

  • Learn company standard processes and work within these frameworks
  • Support other artists by creating small items and performing repetitive tasks
  • Adhere to naming convention and integration instructions
  • Perform work tasks as outlined and prioritized by manager
  • Keep top priorities in mind when approaching daily work.  Maintain focus on the relevant tasks at hand.

PROBLEM SOLVING

  • Identify issues and collaborate on solutions with team members or manager

COMMUNICATION

  • Participate in team brainstorming sessions
  • Practice sharing constructive feedback
  • Receive feedback and art direction with openness and enthusiasm
  • Utilize feedback to improve the quality of own work

MOTIVATION

  • Pursue work tasks with energy and focus
  • Demonstrate a sincere and positive attitude toward getting things done

II. ARTIST

Artists responsible for the delivery of creative and technical productivity.  Possess good analytical, technical and problem-solving abilities. Work is subject to established practices and procedures.

ARTISTIC ABILITY

  • Demonstrate ability and original style in one or more of the following areas
    • Illustration
    • Composition and layout
    • Graphic design
    • Logo design and Typography
    • Sequential Art or Storyboarding
    • Character design
    • Background design
  • Demonstrate skill in a variety of art styles e.g. casual cartoon, fantasy, realism, flat, isometric, etc.
  • Meet and exceed quality standards established in project’s style guide
  • Complete self-contained assignments from start to finish in order to demonstrate ability and develop skills.  For example
    • Create concept, vector artwork and animation for a 7 stage Christmas tree sprite
    • Create concepts and vector artwork for 5 Campus Collectible icons
    • Create storyboard art for Secret Passages video

TECHNICAL SKILLS

  • Master standard art software and hardware
  • Learn new methods, tech, or skills for improving job performance when asked to do so

MARKET PLACE

  • Familiar with the highest profile companies and competing products

ORGANIZATION AND DELIVERY

  • Understand Artist’s role within the game development process
  • Possess solid time management skills and strong work ethic
  • Switch between projects with agility
  • Provide reliable estimates for completing work tasks
  • Perform responsibilities with consistent level of quality
  • Is responsible and can be counted on to meet goals

PROBLEM SOLVING

  • Troubleshoot issues and problem solve effectively within area of responsibility.
  • Identify relevant facts and incorporate context when considering options
  • Demonstrate discretion and ability self-direct problem solving of smaller issues while communicating larger issues to Manager

COMMUNICATION

  • Communicate effectively. Capable of conveying a topic and purpose verbally and in writing
  • Able to give constructive feedback
  • Willing to take direction as well
  • Adapt communication style to be relevant to situation. Remain conscious of audience, jargon, and time constraints
  • Ensure that others understand the overall meaning of what is being communicated
  • Is easy to approach and will readily share information
  • Listen to the views and feelings of others

MOTIVATION

  • Pursue work tasks with energy and focus
  • Think ahead to ensure distractions are kept to a minimum
  • Demonstrate a sincere and positive attitude toward getting things done
  • Set own near-term goals and pursues them to completion

III. SENIOR ARTIST

Senior Artists possess advanced analytical, technical and problem solving skills.  Having acquired a broader view of their team function and goals, Senior Artists work proactively, independently, and collaboratively across disciplines, and in a highly organized manner to deliver high quality artwork.  They suggest new procedures and tools and provide Level I Artists with creative or technical guidance.

ARTISTIC ABILITY

  • Research and create unique style options under the direction of Lead Artist or Art Director
  • Contribute to clear and informative style and technical guides
  • Own sets of work within an assigned functional area.  For example
    • Create concepts for hidden object game region - including scenes, relics, and isometric assets.  Then oversee the production process and implementation of final assets.
  • Produce high quality assets from start to finish
  • Participate in brainstorming sessions and generate group buy-in defining all art assets required for final implementation before proceeding with visual development

TECHNICAL SKILLS

  • Document techniques used with visual examples
  • Innovate tools and processes for automating small items and repetitive tasks

MARKET PLACE

  • Plays competitors games and recognize trends among top apps
  • Discuss features that differentiate top competing products from own product.

ORGANIZATION AND DELIVERY

  • Apply creative talent and technical knowledge to successfully carry out job responsibilities
  • Investigate new methods, technologies, or skills that might improve standard processes or quality
  • Set priorities with an appropriate sense of what is important
  • Initiate discussion with manager and team members to further clarify priorities
  • Plan the use of own time relative to set priorities with little managerial guidance
  • Provide accurate production estimates and timelines, seeking guidance when necessary
  • Use available systems to organize and keep track of information.  For example
    • Basecamp, Jira, shared docs, calendars
  • Responsible for pieces of work that involve coordinating with other people
  • Build effective working relationships and leverage them for getting things done
  • Delivers correct, quality, results within the estimated delivery time.
  • Consistently meets goals.  Results can be used as delivered
  • Give, receive and utilize feedback to improve the quality of own work and team’s work

PROBLEM SOLVING

  • Apply “lessons learned” plus facts and contextual information to solve routine problems quickly and effectively
  • Approaches complex issues with creative thinking, considering the pros and cons of alternative solutions.

COMMUNICATION

  • Communicate effectively within team, as well as across disciplines, verbally and in writing
  • Express ideas clearly and convincingly, presenting confidence and knowledge when communicating with others
  • Provide supporting data and context relevant for audience
  • Communicate assignment status, progress and issues to manager and relevant coworkers without being asked
  • Participate confidently in regular peer reviews, offering constructive feedback in a positive way. Welcome constructive feedback from team members
  • Appreciate the view and feelings of others and considers them while performing job responsibilities.

MOTIVATION

  • Evaluate and take responsibility for the quality of own work.
  • Pursues all work with energy, drive, and need for completion
  • Stays on a focused, efficient path for achieving results, even under pressure.
  • Look forward and address tasks before being asked; before situation requires immediate action.

IV. LEAD ARTIST

Lead Artists possess advanced creative, technical, and organizational skills. They have a strong awareness of larger game/team objectives and player experience.  Work with a large degree of independence, coordinate team members from various disciplines, and confer with Art Director on more complex assignments.  Supervise Levels 1-2 team members.

MANAGEMENT ABILITY

  • Lead team of Artists and Animators who produce the art assets for the game (environments, characters, objects and effects), in conjunction with Art Director

  • Act as a mentor to Artists providing guidance in their specialty; how to troubleshoot issues and find solutions; estimate time/effort involved in completing an assignments

  • Make team support a top priority

  • Create clear processes for others to follow

  • Ensure that the art and animation team works to meet production and budget goals

  • Discuss team priorities and estimate how workload and schedules will need to adjust to accommodate changing priorities

  • Evaluate the performances of the art team members, in conjunction with Art Director

    • If the team is not meeting expectations, Lead must address this and motivate the team to improve visuals, communication, processes, productivity, etc.

    • Weed out team members who are not consistently performing or are causing conflict.

  • Organize regular check-ins to evaluate progress and provide feedback

  • Foster culture of comfort and confidence amongst team members

    • Artists should feel comfortable enough to come and talk about problems and know that you will be able to help them deal with it

  • Make recommendations for team seating structure to foster collaboration and optimize communication

  • Assist in the hiring process by interviewing candidates and providing feedback to Hiring Manager

ARTISTIC ABILITY

  • Devise the overall visual style of the game, in conjunction with Art Director
  • Supervise the production of Concept Art, illustrating the environment, characters and graphic design for the game
  • Own large areas of work.  Independently drive the art side as well as collaborate with other disciplines.  For example
  • Lay out an entire game map or worldview, identify all components and document specifications for implementation
  • Research and test out different layouts, models, textures, animation, rendering, lighting techniques and tools appropriate to the game’s technology
  • Coordinate the efforts of Concept Artists, Animators, and Developers to formulate specs for new character presence in a game
  • Establish informative style and technical guides for Production Artists

TECHNICAL SKILLS

  • Provide technical support and tools to help team members meet creative and productivity goals
  • Set technical standards and determine the best tools and techniques to use
  • Collaborate with developers on best methods for integrating art with code.  Assure all art and animation assets can be easily imported into the game engine.
  • Document visual development processes and milestones, ensuring that development history is preserved

MARKET PLACE

  • Maintain awareness of changing trends within the industry  
  • Seek ways to continuously improve own product performance

ORGANIZATION AND DELIVERY

  • Define all visual materials required for final implementation, in collaboration with with Game Designer and Lead Developer
  • Drive production of all art assets throughout the game’s development
  • Breakdown tasks and delegate assignments based on team size and production timeline.  
  • Establish Art process and implementation pipeline, in cooperation with Lead Developer
    • How artwork is built
    • How files are saved to directories
    • Method of exporting to the game asset folder
    • Testing of the assets in the game engine
    • Method of reviewing assets
  • Organize and track production assets

PROBLEM SOLVING

  • Lead group brainstorming and/or problem solving discussions
  • Know which types of information are necessary for diagnosing critical issues
  • Anticipate logical next steps even without complete information
  • Resolve difficult issues that affect self and others within the team.  Able to temper decision with an appropriate level of practicality

COMMUNICATION

  • Lead brainstorming sessions, gathering feedback on desired visual direction
    • Collect, analyze and organize Stakeholder interests
  • Develop an atmosphere of honesty and positive evaluation early in the formation of your team
    • Make a goal to maintain focus, enthusiasm, and raise the standards of your team's abilities.
  • Offer ownership to Artists.  Unsatisfactory artwork is a result of a) poor communication or b) poor direction.  With focused feedback and direction, most professional game Artists can achieve the desired result
  • Build effective working relationships, and leverage them as appropriate for getting things done.  Foster openness and spirit of cooperation with
    • Art Director
    • Product Manager
    • Lead Developer
    • Game Designer
    • Business Development
    • Creative Marketing
  • Drive moderately difficult or complex assets across Stakeholders of many disciplines
  • Present progress and ongoing work to Stakeholders on a regular basis
  • Demonstrate high level of professionalism internally when working with fellow employees and externally when representing the company in a public forum.
  • Present facts and information in a way that influences others to accept the key conclusions.
  • Within the team as well as across disciplines
  • Clarify the message in terms of others’ roles and responsibilities
  • Verbally and in writing
  • Able to have meaningful debates when opinions conflict without getting negative or personal.
  • Actively seeks the views and recommendations of others and applies their feedback to decisions made while performing job responsibilities

MOTIVATION

  • Demonstrate a high level of initiative, autonomy, and self-sufficiency
  • Validate course of action with Art Director or Product Manager instead of waiting for specific instructions.
  • Ensure that own results appropriately compliment those of team members for maximum value
  • Seek out and/or accepts additional responsibilities
  • View assignments and work challenges in terms of results to be achieved
  • Consistently delivers quality results while working under pressure
  • Maintain solid reputation for achievement, quality, and performance