Have you ever described something to someone and they enthusiastically agree, seem to get it, then go off and do something completely not what you wanted?
Communication is one of the hardest and most vital parts of a collaboration.
"Can you make him look more tougher" may sounds like a clear instruction, but it actually isn't. It leaves a huge amount of space for interpretations. What does "tough" look like? What does it mean?
You may picture a character who is angular and chiselled with less soft curves... but what you get back is a giant swole dude covered in spikes who looks like he eats babies.
Communication requires ideas to be transmitted from one brain to another using limited language.
Some teams work because they just get what they all mean when they say things like "oh, hey, we should make this more like that bit in Hellraiser" and everyone knows exactly what they are saying because they all watched that movie until their vhs copy wore out.
Other teams this doesn't happen, and what seems like a straightforward instruction turns into days or weeks of back and forth.
This can be because the team members all have dramatically different life experiences, levels of technical understanding or generational language shifts.
But it also can come from other issues like
□ The person wants to make a different game and is imposing their ideas.
□ The person is socially anxious and wants to not have to have the discussion any more so they agree and nod to everything even though they don't get it.
□ The person is in over their head and worried if they ask lots of questions and reveal they don't understand they will lose their job.
□ Their idea and yours overlap enough that you both think you have it pictured.
□ They just agree with you but think they are better.
Finding out the root of the issue can be hard. Interpersonal skills may not be a strong point.
Also in a team if you have to describe in minute detail every single aspect then at some point the time sunk means you may as well do it yourself.
So communication is hard.
So here is some tips:
1: always be specific. Don't say "a bit bigger but not too much"- say, make it .5 units taller... or give them a sheet showing things in relative scale to each other.
2: encourage a culture of repeating tasks back in your own words.
"Okay, so you want me to add wooden trim boards to the heroes home modules to help make the walls feel more grounded to the floor."
"Okay, so you want me to cut that into the mesh? Or sit them ontop?"
3: look for ambiguous words in your briefs. Things like: meaner, bigger, more punk, more edgy, better, cooler, sexier.
4: define things you don't want to help lock down the things you do. Think of it like defining a support structure.
5: get it down in writing and...
...in one place, like a wiki, and really set up a culture of checking that place for reference and instructions.
6: make as much concrete as possible. If something is kinda loose in your head, gather reference, get a concept artist to hep you nail it down.
Zoom /skype /discord meetings make communication harder because they can make us uncomfortable- especially if they show your own face (which I absolutely think should be optional).
You often focus on what YOU look like and that distracts and unnerves.
You lose a lot of communication like hand gestures and expression when you turn off your camera, so it sucks that it is either or.
Now let me just highlight how important communication is for games.
Let's say you have a game about shooting bad guys in the face. Original concept, I know. Don't steal it.
So to make the game feel good, you have to get a whole bunch of people working together.
The feel of your gun comes from the animation of the gun, the sound of the gun, the impact effects, the enemy hit reaction, the physics of kick back, movement, input timing, the ragdoll of the enemy rig.
That is...
Games design
Sound design
Modelling
Rigging
Animation
Collision set up
Physics rigging
Physics values
Event scripting
Particles on gun and hit effect
Hit effects in textures
And
The producer talking to publishers who worry about the rating board making the game an R rating
Screw any of these up and shooting the gun can feel weird, or weak, or unsatisfying, or sound like a coin in a tin can being rattled, or be OP, or make multiplayer frustrating.
See?
That is just shooting a gun.
So that leaves me with saying, once again, communication is hard.
Happy game developing everyone.
Take breaks, make backups, deink water and learn the peacemaker choreography. X
You can help support my free lessons by saying "hail to the king" as you give me some sugar baby here:
I think it is time for Autodesk to develop a modern 3D application for the entertainment industries.
With the combined development base of 3DSMax, Maya and XSI, a clean unified start combining the best qualities of workflow and features would be a revolution.
Each of the products have strengths and weaknesses across the board, and are, frankly creaking under their long lifespan.
Personally, I would take the gestural nature of Maya's marking menus and build that over the bulletproof mesh and modifier stack system of 3DSMax-
And use XSI's node based scripting to create not only the individual tools but also the GUI, allowing artists to compile and share features, modifiers and tools.
The benefits of combined development is reducing the maintenance, focusing the teams and building something...
Just picturing power rangers but the alien technology isn't properly compatible with humans so the masks add sulphur and methane to the air supply, and in pumps the body full of stimulants so the teenagers act like they washed down speed with fifty coffees after they wear them.
The alien computers don't speak English and cannot be updated so they keep accidentally activating stuff... and the megazords when you hook into them try to communicate with you using LSD like imagery.
It's alien technology. You don't have the holes to use this stuff.
"God Becky, you look like shit. Are you on the weed?"
"No... Remember that giant gorilla chicken hybrid that destroyed that one block of flats that Kaiju attack just out of town last night?"
"Yeah. It's weird, you would think after the first ten kaiju that...
Game artists always benefit from learning how to leverage non destructive and procedural methods. #gamedev#SubstancePainter
This means setting up systems for tuning the results rather than just painting or baking on a fixed thing that is hard to edit. It makes you freer and faster.
Here I create a greyscale mask map that defines the bevelled ridges. I then reference that mask (using an anchor point) in other layers to create normals, dirt and AO.
This is worth talking about. Firstly, if you aren't familiar with the term "DSD" it was introduced after the term intersex had been well established and was neither consulted on and is hugely problematic.
Where "intersex" means a person falls between the arbitrarily agreed limits of male and female attributes in the country they are in by whatever systems the medical practitioner uses to rate you.
It is literally arbitrary- like a clitoris has to X cm to be considered a penis.
Unlike 'intersex' which paints sex as the healthy view of a continuum, or spectrum that we all fall somehere along- DSD takes those arbitrary margins and says "this is healthy/normal and anyone who doesn't fit this model has a medical condition"